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Introduction to Immersive
Reality
Presented by:
● Namratha B- BL.EN.U4EAC21046
● Hemanth P - BL.EN.U4EAC21047
● Mohith D M - BL.EN.U4EAC21044
● N Srivani - BL.EN.U4EAC21045
Non-immersive reality (Desktop VR)
Semi-immersive reality (Fish Tank VR)
Fully immersive reality
Types of realities-
Immersive Reality
Virtual Reality
(VR)
100% imaginary
Augmented Reality
(AR)
100% real
Mixed Reality
(VR +AR=MR)
Finally a different
world, woohoo!
Pokémon GO is
also nice…
Looks so
realistic…
Virtual Reality
A whole new
world..
A whole enchanted
point of view…
•-Namratha
•-Hemanth
1. “Real-time interactive graphics with three-dimensional models, combined with a
display technology that gives the user the immersion in the model world and direct
manipulation.”
2. “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, three-
dimensional computer-generated environments and the combination of technologies
required to build these environments.”
3. “Virtual reality lets you navigate and view a world of three dimensions in real time,
with six degrees of freedom. (...) In essence, virtual reality is clone of physical reality.”
- Refers to technologies which allow a person to feel as if they were present at a location
other than their true location.
- Was invented and defined by William Gibson as “a consensual hallucination
experienced daily by billions of legitimate operators a graphics representation of data
abstracted from the banks of every computer in human system”
- Vision and sound are few telepresence examples.
Telepresence and Cyberspace
History- How it all started
In 1935, science fiction author Stanley
Weinbaum wrote Pygmalion’s Spectacles.
The View-Master system was
introduced in 1939
(REAL) History of VR in the last 3 decades
BOOM (Binocular Omni-Orientation Monitor)
● Stereoscopic display
● Guidance of the box by user
● Tracking: Mechanical trackers
CAVE (CAVE Automatic Virtual environment)
● Cave Automatic Virtual Environment
● Illusion of immersion by projecting stereo images on the walls
and floor of room
● Stereo glasses and head tracking
● Free to walk anywhere within area
A first look at VR applications: basic components
● Input devices, Output devices, Software
VR Technology-
Human factors
● Visual perception characterization
1. Field of view
2. Visual acuity
3. Temporal resolution
4. Luminance and color
5. Depth perception
● Simulator sickness
1. Latency and synchronization
2. Frame rate variations
VR input devices
● Position and orientation tracking devices
6DOF trackers-
❏ Update rate (measurements per second)
❏ Latency (amount of time)
❏ Accuracy (measure of error in the reported position and orientation)
❏ Resolution (change in position and orientation)
❏ Range (coverage of the tracker)
Magnetic trackers-
a) AC- The continuously changing magnetic field generated by AC magnetic trackers
induces currents in coils of receiver.
b) DC- transmit a short series of static magnetic fields in order to avoid the eddy current
generation.
Acoustic (ultrasonic) trackers-Acoustic trackers use ultrasonic
waves for determining the position and orientation of object in
space.
● TOF trackers measure the flight time of short ultrasonic
pulses from the source to the sensor.
● PC trackers - compare the phase of a reference signal with
the phase of the signal received by the sensors.
Optical trackers
• Beacon trackers – this approach uses a group of beacons and a set of cameras
capturing images of beacons’ pattern.
• Pattern recognition –they determine position and orientation by comparing known
patterns to the sensed ones
• Laser ranging – these systems transmit onto the object the laser light that is
passed through a diffraction grating.
Current technology market trend
Virtual reality system should possesses the
following:
Viewing system, tracking system, sensory
management system.
Products like VR headsets
- Input devices helps us to navigate and interact with VR environments.
- Joysticks, track pads, sensing gloves, device control buttons are all
input devices.
PARTS IN JOYSTICK
- Stickshaft
- HandleTop
- Pivot
- Spring
- Actuator
- E ring
- Mounting plate
WORKING OF JOYSTICK
LIGHTHOUSE TRACKING SYSTEM
- Output devices include VR Headsets,oculus,HTC vive.
- Though not as practical for the general public,cave projection
systems also provide a good VR experience.
COMPONENTS IN VR HEADSET
- An array of sensors
- 6DOF ( six degrees of freedom)
- Lenses and screens
- Stereoscopic lenses
- Immersive Audio
- Binaural audio
- Controllers
Working of VR Headset
- Some of the positive impacts of VR are:
- Gives a more than real experience.
- Increased learning possibilities.
- Detailed view of everything.
Applications
Of
VR
Architecture and
urban design
Healthcare and Medical
Entertainment
Space and Military
Robotics
Games and more…
- Many side effects are reported due to the use of VR
- Ocular problems such as eyestrain
- Disorientation and balance disturbances
- Lack of confidence in the VR environment
STRENGTHS
VR is often an isolating,
individual experience and
also expensive. WEAKNESSES
OPPORTUNITIES
THREATS
Allows people to experience
the world like they never
have before
There Will Be Changes in
the Education Market
Causes a variety of
Health issues.
Augmented Reality
Augmented Reality (AR) is a growing area in virtual reality
research.
The world environment around us provides a wealth of
information that is difficult to duplicate in a computer.
This is evidenced by the worlds used in virtual
environments.
Introduction:
Augmented Reality
Augmented reality (AR) is an
enhanced version of the real
physical world that is achieved
through the use of digital visual
elements, sound, or other sensory
stimuli delivered via technology.
History of AR
1968
First head-mounted AR
display was invented by a
Harvard professor and by
the name of Ivan Sutherland.
1990
A Boeing researcher named
Tom Caudell coined the term
“Augmented Reality”.
1999
NASA uses a hybrid
synthetic vision system that
integrated AR in their X-38
spacecraft..
2000
Hirokazu Kato from NAIST in
Japan created and released
software called ARToolKit.
Applications
of
AR
Navigation apps
Gaming
Military uses
Advertising and
promotion
AR headsets
Medical uses
AR can be displayed on various devices: screens,
glasses, handheld devices, mobile phones, head-
mounted displays .It involves technologies like
S.L.A.M(simultaneous localisation and mapping),depth
tracking(briefly, a sensor data calculating the distance to
the objects),and the following concepts:
H
How AR works:
Capturing module : Captures image from the camera.
Tracking module : Calculates the correct location and orientation for
virtual overlay.
Rendering module : Combines the original image and the virtual
components and renders the AR image on the display.
Working:
Sensors/Tracking:
It includes accelerators, optical sensors(captures visual image of users
environment in the field of view),
GPS receiver (to keep track of users geographical locations and movements)
Compass (determines geographical orientation of the user) and
Gyroscope (determines rotational movement along with the roll, yaw and pitch.
Processing:
AR devices eventually should act like little computers, something modern
smartphones already do. In the same manner , they require a CPU, a GPU,
flash memory, RAM, Bluetooth/Wi-Fi, a GPS etc. to be able to measure
speed, angle, direction, orientation in space, and so on.
As mobile technology advances and becomes more
entwined with all aspects of daily life, augmented
reality (AR) comes closer to full fruition. The concept
of AR is the point where the digital and analog worlds
mix. Pokémon Go provides a perfect example and may
be the trigger to begin the widespread development and
adoption of this technology.
In Pokemon Go, players view digital Pokémon imposed
on the real world via their mobile device screens.
Players must explore the physical world to find
locations where Pokémon appear in the digital one. AR
represents the melding of the digital reality where the
Pokémon are and the analog reality in which we exist.
Pokémon Go
Advantages of Augmented Reality:
Augmented reality can be used to increase user knowledge and information.
Offers innovation and continuous improvement.
Wide variety of fields.
People can share experiences over long distances.
Helps developers to build games that offer “real” experience to the user.
Disadvantages of Augmented Reality:
It is very expensive to implement and develop AR technology-based projects
and to maintain it.
Lack of privacy is a major drawback of AR.
Augmented reality can cause mental health issues.
Dangers of Reality Modification.
Mixed Reality
AGENDA
Introduction
VR vs AR vs MR
Benefits and challenges
Use cases
HoloLens
How did World adopt Mixed reality
Introduction
What is mixed Reality?
Mixed Reality uses a series of
cameras, sensors, and often AI-
enhanced technology to process data
about a space and use that
information to create digitally-
enhanced experiences.
Mario Kart Live: Home circuit
How is it different from others?
Virtual vs Augmented vs Mixed reality
Virtual Reality Augmented Reality Mixed Reality
Disconnected from the world. Digital content on top of real
world.
Which cannot be manipulated.
Digital content interact with real
world. Here the digital content can
be manipulated as per our
requirement.
Example: Oculus Rift Example: Pokemon Go, snapchat Example: Microsoft HoloLens
Benefits vs Challenges
• It is still in its budding stage.
• It quite expensive for
common people.
• It takes a lot of time of
adopting this technology.
Challenges
Of Mixed reality
Benefits
Of Mixed reality
• Expands viewers world
view.
• It gives personal and
engaging experience.
• Allows you to make
impossible possible.
Use
Cases
Training
Entertainment
Remote working
Engineering
Health care
Education
MIXED REALITY HEADSET
HoloLens 2
Internal parts of
HoloLens
● Display
● Cameras
● Sound system
● Heart of HoloLens
Display
● MEMS(Micro
electronic mechanical
system) display
technology is used
● It uses mirrors to
display the light
● Uses eye tracking to
adjust for any person
The cameras & Sensor
There are 3 different types of cameras.
➔ Environment understanding
cameras - inside out positional cameras
● Upto 3.1 m spatial mapping
➔ Colour video camera
● To capture our surroundings
➔ Depth camera
● Measure the distance between
The user and objects.
Sound system
● It has Built-in spatial sound
● 4 microphones
The Heart of HoloLens
● This uses HPU (Holographic
processing unit) and Intel cherry
chip
● HPU provides the holographic
image of the objects
● Intel cherry chip is used for
processing
● It is manufactured using 14nm
process
Upto 4 billion is invested on the
development of mixed reality
Mario Kart Live: Home Circuit
Game was sold upto 73,918 copies in first
week
NASA used this to give the experience of
Mars
How did the world adopt
Mixed reality
Thank You
Backup
Healthcare
Training
Remote working
Education
Engineering
References
Virtual reality:
❏ https://www.intel.com/content/www/us/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html
❏ https://www.g2.com/articles/history-of-virtual-reality
❏ https://en.wikipedia.org/wiki/Virtual_reality
❏ https://prezi.com/uwrvopsguxvp/virtual-reality-timeline/
Augmented reality:
❏ https://www.lifewire.com/applications-of-augmented-reality-2495561
❏ https://www.g2.com/articles/history-of-augmented-reality
❏ https://www.guru99.com/difference-between-ar-vr.html
Mixed reality:
❏ Mixed reality – Wikipedia
❏ How does Mixed Reality Work? An Introduction to Mixed Reality - XR Today
❏ The Difference Between Virtual Reality, Augmented Reality And Mixed Reality
(forbes.com)
❏ The Most Amazing Real-World Examples Of Mixed Reality | Bernard Marr

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eng.pptx

  • 1. Introduction to Immersive Reality Presented by: ● Namratha B- BL.EN.U4EAC21046 ● Hemanth P - BL.EN.U4EAC21047 ● Mohith D M - BL.EN.U4EAC21044 ● N Srivani - BL.EN.U4EAC21045
  • 2. Non-immersive reality (Desktop VR) Semi-immersive reality (Fish Tank VR) Fully immersive reality Types of realities-
  • 3. Immersive Reality Virtual Reality (VR) 100% imaginary Augmented Reality (AR) 100% real Mixed Reality (VR +AR=MR) Finally a different world, woohoo! Pokémon GO is also nice… Looks so realistic…
  • 4. Virtual Reality A whole new world.. A whole enchanted point of view… •-Namratha •-Hemanth
  • 5. 1. “Real-time interactive graphics with three-dimensional models, combined with a display technology that gives the user the immersion in the model world and direct manipulation.” 2. “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, three- dimensional computer-generated environments and the combination of technologies required to build these environments.” 3. “Virtual reality lets you navigate and view a world of three dimensions in real time, with six degrees of freedom. (...) In essence, virtual reality is clone of physical reality.”
  • 6. - Refers to technologies which allow a person to feel as if they were present at a location other than their true location. - Was invented and defined by William Gibson as “a consensual hallucination experienced daily by billions of legitimate operators a graphics representation of data abstracted from the banks of every computer in human system” - Vision and sound are few telepresence examples. Telepresence and Cyberspace
  • 7. History- How it all started In 1935, science fiction author Stanley Weinbaum wrote Pygmalion’s Spectacles. The View-Master system was introduced in 1939
  • 8. (REAL) History of VR in the last 3 decades
  • 9. BOOM (Binocular Omni-Orientation Monitor) ● Stereoscopic display ● Guidance of the box by user ● Tracking: Mechanical trackers
  • 10. CAVE (CAVE Automatic Virtual environment) ● Cave Automatic Virtual Environment ● Illusion of immersion by projecting stereo images on the walls and floor of room ● Stereo glasses and head tracking ● Free to walk anywhere within area
  • 11. A first look at VR applications: basic components ● Input devices, Output devices, Software VR Technology- Human factors ● Visual perception characterization 1. Field of view 2. Visual acuity 3. Temporal resolution 4. Luminance and color 5. Depth perception ● Simulator sickness 1. Latency and synchronization 2. Frame rate variations
  • 12. VR input devices ● Position and orientation tracking devices 6DOF trackers- ❏ Update rate (measurements per second) ❏ Latency (amount of time) ❏ Accuracy (measure of error in the reported position and orientation) ❏ Resolution (change in position and orientation) ❏ Range (coverage of the tracker) Magnetic trackers- a) AC- The continuously changing magnetic field generated by AC magnetic trackers induces currents in coils of receiver. b) DC- transmit a short series of static magnetic fields in order to avoid the eddy current generation.
  • 13. Acoustic (ultrasonic) trackers-Acoustic trackers use ultrasonic waves for determining the position and orientation of object in space. ● TOF trackers measure the flight time of short ultrasonic pulses from the source to the sensor. ● PC trackers - compare the phase of a reference signal with the phase of the signal received by the sensors.
  • 14. Optical trackers • Beacon trackers – this approach uses a group of beacons and a set of cameras capturing images of beacons’ pattern. • Pattern recognition –they determine position and orientation by comparing known patterns to the sensed ones • Laser ranging – these systems transmit onto the object the laser light that is passed through a diffraction grating.
  • 15. Current technology market trend Virtual reality system should possesses the following: Viewing system, tracking system, sensory management system. Products like VR headsets
  • 16. - Input devices helps us to navigate and interact with VR environments. - Joysticks, track pads, sensing gloves, device control buttons are all input devices.
  • 17. PARTS IN JOYSTICK - Stickshaft - HandleTop - Pivot - Spring - Actuator - E ring - Mounting plate
  • 20. - Output devices include VR Headsets,oculus,HTC vive. - Though not as practical for the general public,cave projection systems also provide a good VR experience.
  • 21. COMPONENTS IN VR HEADSET - An array of sensors - 6DOF ( six degrees of freedom) - Lenses and screens - Stereoscopic lenses - Immersive Audio - Binaural audio - Controllers
  • 22. Working of VR Headset
  • 23. - Some of the positive impacts of VR are: - Gives a more than real experience. - Increased learning possibilities. - Detailed view of everything.
  • 24. Applications Of VR Architecture and urban design Healthcare and Medical Entertainment Space and Military Robotics Games and more…
  • 25.
  • 26. - Many side effects are reported due to the use of VR - Ocular problems such as eyestrain - Disorientation and balance disturbances - Lack of confidence in the VR environment
  • 27. STRENGTHS VR is often an isolating, individual experience and also expensive. WEAKNESSES OPPORTUNITIES THREATS Allows people to experience the world like they never have before There Will Be Changes in the Education Market Causes a variety of Health issues.
  • 29. Augmented Reality (AR) is a growing area in virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. Introduction:
  • 30. Augmented Reality Augmented reality (AR) is an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli delivered via technology.
  • 31. History of AR 1968 First head-mounted AR display was invented by a Harvard professor and by the name of Ivan Sutherland. 1990 A Boeing researcher named Tom Caudell coined the term “Augmented Reality”. 1999 NASA uses a hybrid synthetic vision system that integrated AR in their X-38 spacecraft.. 2000 Hirokazu Kato from NAIST in Japan created and released software called ARToolKit.
  • 33. AR can be displayed on various devices: screens, glasses, handheld devices, mobile phones, head- mounted displays .It involves technologies like S.L.A.M(simultaneous localisation and mapping),depth tracking(briefly, a sensor data calculating the distance to the objects),and the following concepts: H How AR works:
  • 34. Capturing module : Captures image from the camera. Tracking module : Calculates the correct location and orientation for virtual overlay. Rendering module : Combines the original image and the virtual components and renders the AR image on the display. Working:
  • 35. Sensors/Tracking: It includes accelerators, optical sensors(captures visual image of users environment in the field of view), GPS receiver (to keep track of users geographical locations and movements) Compass (determines geographical orientation of the user) and Gyroscope (determines rotational movement along with the roll, yaw and pitch.
  • 36. Processing: AR devices eventually should act like little computers, something modern smartphones already do. In the same manner , they require a CPU, a GPU, flash memory, RAM, Bluetooth/Wi-Fi, a GPS etc. to be able to measure speed, angle, direction, orientation in space, and so on.
  • 37. As mobile technology advances and becomes more entwined with all aspects of daily life, augmented reality (AR) comes closer to full fruition. The concept of AR is the point where the digital and analog worlds mix. Pokémon Go provides a perfect example and may be the trigger to begin the widespread development and adoption of this technology. In Pokemon Go, players view digital Pokémon imposed on the real world via their mobile device screens. Players must explore the physical world to find locations where Pokémon appear in the digital one. AR represents the melding of the digital reality where the Pokémon are and the analog reality in which we exist. Pokémon Go
  • 38. Advantages of Augmented Reality: Augmented reality can be used to increase user knowledge and information. Offers innovation and continuous improvement. Wide variety of fields. People can share experiences over long distances. Helps developers to build games that offer “real” experience to the user.
  • 39. Disadvantages of Augmented Reality: It is very expensive to implement and develop AR technology-based projects and to maintain it. Lack of privacy is a major drawback of AR. Augmented reality can cause mental health issues. Dangers of Reality Modification.
  • 41. AGENDA Introduction VR vs AR vs MR Benefits and challenges Use cases HoloLens How did World adopt Mixed reality
  • 42. Introduction What is mixed Reality? Mixed Reality uses a series of cameras, sensors, and often AI- enhanced technology to process data about a space and use that information to create digitally- enhanced experiences.
  • 43. Mario Kart Live: Home circuit
  • 44. How is it different from others?
  • 45. Virtual vs Augmented vs Mixed reality Virtual Reality Augmented Reality Mixed Reality Disconnected from the world. Digital content on top of real world. Which cannot be manipulated. Digital content interact with real world. Here the digital content can be manipulated as per our requirement. Example: Oculus Rift Example: Pokemon Go, snapchat Example: Microsoft HoloLens
  • 46. Benefits vs Challenges • It is still in its budding stage. • It quite expensive for common people. • It takes a lot of time of adopting this technology. Challenges Of Mixed reality Benefits Of Mixed reality • Expands viewers world view. • It gives personal and engaging experience. • Allows you to make impossible possible.
  • 49. Internal parts of HoloLens ● Display ● Cameras ● Sound system ● Heart of HoloLens
  • 50. Display ● MEMS(Micro electronic mechanical system) display technology is used ● It uses mirrors to display the light ● Uses eye tracking to adjust for any person
  • 51. The cameras & Sensor There are 3 different types of cameras. ➔ Environment understanding cameras - inside out positional cameras ● Upto 3.1 m spatial mapping ➔ Colour video camera ● To capture our surroundings ➔ Depth camera ● Measure the distance between The user and objects.
  • 52. Sound system ● It has Built-in spatial sound ● 4 microphones
  • 53. The Heart of HoloLens ● This uses HPU (Holographic processing unit) and Intel cherry chip ● HPU provides the holographic image of the objects ● Intel cherry chip is used for processing ● It is manufactured using 14nm process
  • 54. Upto 4 billion is invested on the development of mixed reality Mario Kart Live: Home Circuit Game was sold upto 73,918 copies in first week NASA used this to give the experience of Mars How did the world adopt Mixed reality
  • 62. References Virtual reality: ❏ https://www.intel.com/content/www/us/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html ❏ https://www.g2.com/articles/history-of-virtual-reality ❏ https://en.wikipedia.org/wiki/Virtual_reality ❏ https://prezi.com/uwrvopsguxvp/virtual-reality-timeline/ Augmented reality: ❏ https://www.lifewire.com/applications-of-augmented-reality-2495561 ❏ https://www.g2.com/articles/history-of-augmented-reality ❏ https://www.guru99.com/difference-between-ar-vr.html
  • 63. Mixed reality: ❏ Mixed reality – Wikipedia ❏ How does Mixed Reality Work? An Introduction to Mixed Reality - XR Today ❏ The Difference Between Virtual Reality, Augmented Reality And Mixed Reality (forbes.com) ❏ The Most Amazing Real-World Examples Of Mixed Reality | Bernard Marr