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VirtualWorld
Group 11
Sahith Krishna
Aditya
Arun Gokul
Nikhil Upadyaya
Purva Khetan
Contents
• Introduction
• History
• Types
• Working
• Applications
• future
Introduction
• Virtual worlds are persistent virtual environments in which people
experience others as being there with them - and where they can
interact with them.
History
• 1860: Virtual reality can trace its roots to the 1860s, when 360-
degree art through panoramic murals began to appear.
• 1966 : Thomas A. Furness III introduces a visual flight simulator for
the Air Force.
• 1968 : Ivan Sutherland created augmented reality (AR) head-
mounted display (HMD) system.
History
• 1991 : Sega announces the Sega VR headset for arcade games and
the Mega Drive console
• 2007: Google introduces Street View, a service that shows panoramic
views of an increasing number of worldwide positions such as roads,
indoor buildings and rural areas. It also features a stereoscopic 3D
mode.
• 2014: Facebook purchases a company that makes virtual reality
headsets, Oculus VR, for $2 billion.
Non-immersive systems
• Large display, but doesn’t
surround the user.
• Desktops, LCD TVs
• Ex: Playstation
Virtual Reality Systems
Augmented reality
• Stay in real world, but
see simulated objects
• customizable
Motion tracking
 Combination of computer
chips, sensors and cameras to
record humans in motion and
create digital doppelgangers
that move the same way.
 Designed for head and hand
tracking in VR games,
simulations, animations, and
visualizations.
10
Cave AutomaticVirtual Environment (CAVE)
 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.
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
12
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.
Leap Motion Control
• Electric Field sensors
• No Gloves needed
• Simple hand gestures
14
Technologies of VR--Software
 VRML(Virtual Reality Modeling Language)
 Standard language for interactive simulation within the
World Wide Web.
 Programming libraries. (C & C++).
 Allows to create "virtual worlds“
 VR models can be viewed by Netscape or IE with a browser
plug-in.
15
Architecture of VR System
Input Processor > Simulation Processor > Rendering Processor
and World Database.
Input
Processor
Rendering
Processor
World Database
Simulation
Processor
visual,
auditory,
haptic,
touch…
Position &
Orientation
16
Components of VR System (Cont’d)
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.
17
Components of VR System (Cont’d)
 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.
18
Components of VR System (Cont’d)
 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.
19
Components of VR System (Cont’d)
 World Database (World Description Files)
– Store the objects that inhabit the world, scripts that
describe actions of those objects.
20
Applications
 Entertainment
• More vivid
• Move exciting
• More attractive
21
Applications (Cont’d)
 Medicine
 Practice performing surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled environment.
22
Applications (Cont’d)
oManufacturing
• Easy to modify
• Low cost
• High efficient
23
Applications (Cont’d)
oEducation & Training
• Driving simulators.
• Flight simulators.
• Ship simulators.
• Tank simulators.
24
Current problems
 Cybersickness / simulator sickness
 Low-fidelity
 Expensive
 Lack of integration between application
packages
The Future ofVirtual
Reality
• Virtual Reality is a growing industry
• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
• Maybe 3D user interfaces will replace the windows based ones?
• Huge demand for VRML programmers in near future.
• Revolution in gaming industries
26
Summary
oVisualization of complicated, large data is helpful for understanding
and analysis.
oVR offers us a new way to interact with computer.
oVR enables us to experience the virtual world that is impossible in
real world.
oVR is changing our life, eventually VR will increasingly become a part
of our life.
Group 11
Sahith Purva Arun Aditya Upadyaya

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Virtual World

  • 1. VirtualWorld Group 11 Sahith Krishna Aditya Arun Gokul Nikhil Upadyaya Purva Khetan
  • 2. Contents • Introduction • History • Types • Working • Applications • future
  • 3. Introduction • Virtual worlds are persistent virtual environments in which people experience others as being there with them - and where they can interact with them.
  • 4. History • 1860: Virtual reality can trace its roots to the 1860s, when 360- degree art through panoramic murals began to appear. • 1966 : Thomas A. Furness III introduces a visual flight simulator for the Air Force. • 1968 : Ivan Sutherland created augmented reality (AR) head- mounted display (HMD) system.
  • 5. History • 1991 : Sega announces the Sega VR headset for arcade games and the Mega Drive console • 2007: Google introduces Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode. • 2014: Facebook purchases a company that makes virtual reality headsets, Oculus VR, for $2 billion.
  • 6. Non-immersive systems • Large display, but doesn’t surround the user. • Desktops, LCD TVs • Ex: Playstation Virtual Reality Systems
  • 7. Augmented reality • Stay in real world, but see simulated objects • customizable
  • 8. Motion tracking  Combination of computer chips, sensors and cameras to record humans in motion and create digital doppelgangers that move the same way.  Designed for head and hand tracking in VR games, simulations, animations, and visualizations.
  • 9.
  • 10. 10 Cave AutomaticVirtual Environment (CAVE)  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.
  • 11. 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
  • 12. 12 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.
  • 13. Leap Motion Control • Electric Field sensors • No Gloves needed • Simple hand gestures
  • 14. 14 Technologies of VR--Software  VRML(Virtual Reality Modeling Language)  Standard language for interactive simulation within the World Wide Web.  Programming libraries. (C & C++).  Allows to create "virtual worlds“  VR models can be viewed by Netscape or IE with a browser plug-in.
  • 15. 15 Architecture of VR System Input Processor > Simulation Processor > Rendering Processor and World Database. Input Processor Rendering Processor World Database Simulation Processor visual, auditory, haptic, touch… Position & Orientation
  • 16. 16 Components of VR System (Cont’d) 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.
  • 17. 17 Components of VR System (Cont’d)  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.
  • 18. 18 Components of VR System (Cont’d)  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.
  • 19. 19 Components of VR System (Cont’d)  World Database (World Description Files) – Store the objects that inhabit the world, scripts that describe actions of those objects.
  • 20. 20 Applications  Entertainment • More vivid • Move exciting • More attractive
  • 21. 21 Applications (Cont’d)  Medicine  Practice performing surgery.  Perform surgery on a remote patient.  Teach new skills in a safe, controlled environment.
  • 22. 22 Applications (Cont’d) oManufacturing • Easy to modify • Low cost • High efficient
  • 23. 23 Applications (Cont’d) oEducation & Training • Driving simulators. • Flight simulators. • Ship simulators. • Tank simulators.
  • 24. 24 Current problems  Cybersickness / simulator sickness  Low-fidelity  Expensive  Lack of integration between application packages
  • 25. The Future ofVirtual Reality • Virtual Reality is a growing industry • PC and specialized hardware are getting better, faster and cheaper because of development in VR. • Maybe 3D user interfaces will replace the windows based ones? • Huge demand for VRML programmers in near future. • Revolution in gaming industries
  • 26. 26 Summary oVisualization of complicated, large data is helpful for understanding and analysis. oVR offers us a new way to interact with computer. oVR enables us to experience the virtual world that is impossible in real world. oVR is changing our life, eventually VR will increasingly become a part of our life.
  • 27. Group 11 Sahith Purva Arun Aditya Upadyaya