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Virtual Reality Seminar Overview

This document summarizes a seminar on virtual reality presented by Dingku Singh Oinam. It begins with an introduction defining virtual reality as an illusion of a 3D, interactive, computer-generated reality that simulates sight, sound, and sometimes touch. The document then covers the history of virtual reality from flight simulators in the 1950s to commercial development in the 1980s and 1990s. It describes the main types of virtual reality as immersive VR, window-on-world VR, and augmented reality. Technologies used to create virtual reality include head mounted displays, cave automatic virtual environments, and software. Applications discussed include entertainment, education, training, games, and biology. The document concludes by noting both current

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0% found this document useful (0 votes)
176 views22 pages

Virtual Reality Seminar Overview

This document summarizes a seminar on virtual reality presented by Dingku Singh Oinam. It begins with an introduction defining virtual reality as an illusion of a 3D, interactive, computer-generated reality that simulates sight, sound, and sometimes touch. The document then covers the history of virtual reality from flight simulators in the 1950s to commercial development in the 1980s and 1990s. It describes the main types of virtual reality as immersive VR, window-on-world VR, and augmented reality. Technologies used to create virtual reality include head mounted displays, cave automatic virtual environments, and software. Applications discussed include entertainment, education, training, games, and biology. The document concludes by noting both current

Uploaded by

Dingku Oinam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd

SEMINAR

ON

VIRTUAL REALITY

Presented by: Dingku Singh Oinam


(M.tech CSE, 1st Semester, 20210)
1. Introduction
2. History
3. Types of VIRTUAL REALITY
4. Technologies of VIRTUAL REALITY

Contents : 5. Applications
6. Current Problems and Future Work
7. Conclusion
8. References
 What is VR?
Virtual Reality (VR) is the illusion of a Three-Dimensional,
Interactive, Computer-Generated Reality, where Sight, Sound, and
sometimes even Touch are simulated to create Pictures, Sounds,
and Objects that actually seem real.

Introduction:
 Why VR?
VR is able to immerse you in a Computer-Generated World of
your own making: Room, City, the interior of Human body.
With VR, you can explore any Uncharted Territory of the Human
Imagination.

Introduction:
 In 1950s, flight simulators were built by US Air Force to train
student pilots.
 In 1965, a research program for computer graphics called “The
Ultimate Display” was laid out.
 In 1988, commercial development of VR began.
 In 1991, first commercial entertainment VR system "Virtuality"
was released.

History of VR :
1. Immersive VR

Types of Virtual 2. Window on World (WOW)

Reality : 3. Augmented Reality


 Completely immerse the user's personal viewpoint inside the
Virtual 3D- World.
 The user has No Visual Contact with the physical world.
 Often equipped with a Head Mounted Display (HMD).

1.ImmersiveVR
:
 Also known as Desktop VR.
 Use of a Monitor to display the visual world.
 Does Not require Special Hardware.

2. Window on  Low Cost , Low Performance, Less Immersion.

World
(WOW):-
 The seamless merging of Real space and Virtual space.
 Integrating the Computer-Generated Virtual objects into the
Physical world which become in a sense an equal part of our
natural environment.

3. Augmented
Reality :
1. Binocular Omni-Orientation Monitor (BOOM)
2. Head Mounted Display(HMD)
Technologies of 3. Cave Automatic Virtual Environment (CAVE)
Virtual Reality : 4. Software’s
 3-D Display device suspended from a weighted boom that can
move freely.
 Head-coupled stereoscopic display device.
 Convenient to use.
 Fast and accurate built-in tracking.
1. Binocular
Omni-Orientation
Monitor
(BOOM) :
 A Helmet or a Face mask providing the visual and auditory
displays.
 Use LCD to display stereo images.
 May include built-in Head-tracker and Stereo headphones.
2. Head
Mounted
Display(HMD)
:
 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.

3. Cave
Automatic Virtual
Environment
(CAVE) :
 Vizard Virtual Reality
 Virtual Reality Studio
 Sense8 World Tool Kit
 Multiverse

4. Software’s :
1. Entertainment and Movies :-
 360-Degree cameras or VR cameras, that have the ability to
record in all directions.
 VR cameras are used to create images and videos that can be
viewed in VR.
 The experience allows users to interact with the characters and
Applications : worlds.
2. Biological :-
 Practice performing surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled environment

Applications :
3. GAMES :-
 The use of graphics, sound and input technology in Video
games can be incorporated into VR.
 The VR Technology gives feedback through visual, auditory,
haptic and other sensory systems.

Applications :
4, Education and Training :-
 Provide learners with a Virtual Environment where they can
develop their skills without the real- world consequences of
failing.
 The fully Immersive training environment allows to train
through a wide variety of Terrains, situations and scenarios..
Applications :
 Motion sickness / Simulator sickness
 Low-Accuracy
 Expensive
Current  Bit lack of integration between application packages.
Problems and  Cost-saving
Future Work :  High-level contact between participants in VR.
 High-Accuracy system
 Visualization of complicated, large data is helpful for
understanding and analysis.
 VR offers us a new way to interact with computer and real life.
 VR enables us to experience the virtual world that is impossible
in real world.
Conclusion:  VR is changing our life, eventually VR will increasingly
become a part of our life.
 The Best of VR is Yet to Come...
1. VIRTUAL REALITY APPLICATION IN THE UK’S
CONSTRUCTION INDUSTRY:
( Bouchlaghem N., Thorpe A. Liyanage, I. G. )

2. AN OVERALL SOLUTION OF VIRTUAL REALITY


CLASSROOM:
References : ( Xisong Dong)
3. WEB-BASED VIRTUAL REALITY DEVELOPMENT IN
CLASSROOM:
( Vinh T. Nguyen, Rebecca Hite, Tommy Dang)
Thank You
T

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