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…
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
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
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.
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.
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.
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.
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
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