Professional Documents
Culture Documents
Virtual Reality Presentation
Virtual Reality Presentation
Virtual Reality Presentation
Kunal Arora
737/IT/12
Divyansh Agarwal 726/IT/12
INTRODUCTION
Brief History
In 1968, Ivan Sutherland created what is widely considered
to be the first virtual reality and head-mounted display
(HMD) system.
Atari founded a research lab for virtual reality in 1982
In 1985, Jason Lanier had founded the company VPL
Research , which has developed several VR devices
In 1988 commercial development of VR began
In 1991, Sega announced the Sega VR headset for arcade
games and the Mega Drive console
2. Interactive
a.Not just passive watching
b.Moving in the virtual world
c.Communicating through sensory perceptions
3. Imagination
a.The applications
b.The ideas and virtual worlds
c.The flexibility in design and usage
Distributed VR
Mixed Reality VR
Technologies of VR
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
Immersive Experience
Depth Perception
E.g: Oculus Rift,Samsung Gear VR
People using the CAVE can see objects apparently floating in the air,
and can walk around them, getting a proper view of what they would
look like in reality
Architecture of a VR system
Components of a VR system
Input Processor
Controls the devices used to input information to the
computer. The objective is to get the data to the rest of
the system with minimum lag.
Eg: Keyboard, mouse, 3-D tracking system, Voice
recognition system etc.
Simulation Processor
The simulation processor forms the core of a VR system.
It takes the users inputs along with any task
programmed into the virtual system to determine the
actions that will take place in the virtual world.
Rendering Processor
Creates the sensations that act as outputs to the user
Separate rendering processes are used for visual,
auditory, haptic and other sensory systems.
World Database (World Description Files)
Stores the objects and the entities that are perceived in
the virtual world and describes their actions.
Applications
Entertainm
ent
Virtual Reality makes
More vivid
More exciting
More attractive
entertainment,
Some examples of VR in
entertainment : Gaming
Virtual Museums
Virtual theme parks
Theatre
26
Medicine
Health Care is one of the biggest users of Virtual Reality for
things like,
Surgery simulation.
Perform surgery on a remote patient using robotic surgery.
Teach new skills in a safe, controlled environment.
Phobia Treatment.
27
Data Visualization
Virtual Reality can open new avenues in the
field of data visualization, giving us access to an
immersive environment to view data of all kinds.
This will also help us analyze data in a more
effective manner.
29
30
Engineering
The use of Virtual Reality in engineering includes the use of 3-D
modelling tools and other visualization techniques as a part of the
design process.
VR technology allows engineers to gain a deeper understanding of
their project and make changes accordingly. Any potential flaws or
risks can be spotted more easily. This saves both time and money.
It can be used for prototyping during the design phase.
Fine grain details of an engineering product can be visualised in a safe
environment.
35
References
[1] What is Virtual Reality?,
http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html.
[2] Augumented and Mixed Reality,
http://www.mic.atr.co.jp/~poup/research/ar/.
[3] Virtual Reality Applications,
http://vresources.jump-gate.com/applications/applications.shtml.
[4] K.-P. Beier. Virtual Reality: A short Introduction.
http://www-vrl.umich.edu/intro/
[5] Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995
37
38
ROUGH WORK
Topics:
Introduction - Divyansh
VR vs AR - D
History - K
3 Is - D
Types of VRs - D
Technologies of VR - K
Architecture+Components of VR - K
Applications - D, K split
Current problems and future work - K,D