Virtual Reality Presentation

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INTRODUCTION

Virtual reality(VR), sometimes referred to as immersive multimedia, is a computer- simulated


environment that can simulate physical presence in places in the real world or imagined worlds.
Virtual reality could recreate sensory experiences, including virtual taste, sight, smell, sound, touch,
etc.
HISTORY

DOUGLAS ENGELBERT IVAN SUTHERLAND


Virtual reality - Then & Now
• A concept of the future during the 1980s and 1990s

• Catered to consoles like PlayStation with evolving


graphics in video games during that time

• Today, Sony PS4 and Xbox One make use of cutting-


edge graphics to simulate reality concepts started by VR

• Multiple consumer devices in the market now answer the


unfulfilled promises made by VR in the 1990s

• Includes the revolutionary Oculus Rift purchased by


social media giant Facebook in 2014 for the sum of $2BN

• Shows an incredible vote of confidence in where the


industry is set to go
Types of Virtual Reality:
  Non-immersive Virtual Reality.

  Fully Immersive Virtual Reality.

  Semi-Immersive Virtual Reality.

  Augmented Reality.

  Collaborative VR.
1. Non-Immersive Virtual Reality:
(i) Non-immersive virtual reality refers to a virtual experience through a
computer where you can control some characters or activities within the
software, but the environment is not directly interacting with you.
2. Fully Immersive Virtual Reality:
(i) It’ll give you a sense of being present in that virtual world, and
everything is happening to you for real.
(ii) This is an expensive form of virtual reality that involves helmets,
gloves, and body connectors with sense detectors
3. Semi-Immersive Virtual Reality:
(i) A semi-immersive virtual reality is a mixture of non-immersive and fully
immersive virtual reality.
(ii) This can be in the form of a 3D space or virtual environment where
you can move about on.
4) Augmented Reality:
(i) Augmented Reality is when a certain entity or device seems to be
present in reality but is actually not.Rather than putting you into a virtual
world, a virtual entity is placed in the real world through any device.
5) Collaborative VR:
(i) This is a form of a virtual world where different people from various
locations can come into contact within a virtual environment, usually in the
form of 3D or projected characters.
How does Virtual Reality works?
1. Virtual reality builds a low-latent, quick refreshing virtual ecosystem for end
users.

2. People who have already experienced virtual reality claim as if they have
been teleported to an imaginary world.

3. VR headsets are programmed to capture our reflexes to natural stimuli,


which is backed by artificial intelligence-powered software.

4. The stimuli are then stored in form of a featured dataset used to craft virtual
objects in a virtual environment.

5. VR designers carefully capture the detailed parts of real-world objects and


clone them well enough to trick the human brain. .
Need of virtual reality
• Virtual reality (VR) is essential because it offers immersive,
interactive experiences that can simulate real-life scenarios or
create entirely new ones.
• It has applications in various fields such as education, training,
healthcare, gaming, design, and more, allowing for safer, more
engaging, and efficient ways of learning, practicing, or experiencing
environments and situations.
• VR also enhances understanding, skill development, and creativity
by enabling users to step into a different reality and interact with it
in a way that traditional media cannot replicate
Hardware used in virtual reality :
1. H.M.D. (Head Mounted Display)
2. Sensors and tracking system
3. Hand held controllers
4. Computing device
5. Audio equipment
Head Mounted Display
6. Input devices and peripherals
7. Cable and connectors
8. Comfort and safety accessories

Hand-held Controller

Comfort and safety accessories


Architecture
Architecture of virtual system consists of...

• Input processor
• Simulation processor
• Rendering processor
• World Database
Input processor :-
Get the coordinate data to the rest of the system with
minimum lag

Simulation processor :-
Imitating real things virtually.

Rendering processor :-
It create the sensation that are output to the user.

World Databases :-
1.Store the object that inhabit the world.
2. Scripts that described actions of that objects.
Application
• Healthcare
• Entertainment
• Education
• Architecture
• Digital Marketing
• Automobile Industrial
• Tourism
• Space & Military
 Manufacturing
 Entertainment
- Easy to modify
- More exciting
- low cost
- More attractive
- High efficient

 Medical
- Practies performing
- Teach new skills in a
safe,
controlled environment

 Architecture
 Equcation & Training -Better space mgmt.
- Driving simulators - Streamlined feedback
- Flight simulators
- Ship simulators
Advantages
• Immersive Experience: VR provides a highly immersive and realistic experience, allowing
users to feel like they are in a different environment, enhancing learning and entertainment.

• Training and Simulation: VR is used for training in fields such as medicine, aviation, and
military, allowing professionals to practice in a safe and controlled virtual environment.

• Therapeutic Uses: VR is utilized in therapy for treating phobias, PTSD, and anxiety
disorders, offering a controlled environment for patients to confront their fears.

• Enhanced Education: VR enhances learning experiences by making abstract concepts


tangible, improving understanding and knowledge retention.

• Virtual Travel: VR enables virtual tours and travel experiences, allowing users to explore
different places and cultures without physically being there.
Disadvantages:
• Health Issues: Prolonged use of VR can lead to health issues like motion sickness, eye
strain,
and headaches due to the disparity between visual and vestibular inputs.

• Cost: High-quality : VR equipment and software can be expensive, limiting access to a


broader
audience.

• Isolation : VR experiences can be isolating, cutting off users from the real world and social
interactions, potentially leading to feelings of loneliness.

• Safety Concerns: Users immersed in VR may not be fully aware of their physical
surroundings,
leading to accidents or injuries.

• Ethical Concerns: VR raises ethical questions, particularly in areas like gaming and social
interactions, regarding issues such as addiction, violence, and privacy.
Future Scope
• Entertainment and Gaming: VR has already made significant inroads into the
entertainment and gaming industry. The future will bring even more immersive and
realistic gaming experiences. This includes VR games, simulations, and virtual theme
park attractions.
• Education and Training: VR can revolutionize the way we learn and train. It offers
immersive, hands-on experiences for students and professionals. From virtual
classrooms to medical simulations, VR can provide realistic learning environments.
• Healthcare: Virtual reality is used for medical training, patient therapy, and pain
management. The future may see VR being used for remote doctor-patient
consultations and even for therapy for mental health issues.
• Engineering and Manufacturing: VR aids in product design, prototyping, and virtual
testing, reducing the time and cost involved in bringing products to market.
• Military and Defense: VR is already used in military training and simulations. In the
future, it may be used for mission planning, scenario modeling, and more
Conclusion

vistual Reality is a technology curth vast potential In vonious


fields like.. gaming and entertainment to education and healthcare
and Mose beyond. It is combined with both have and software and
duo interact with digital world. Halso has challenges which we can
ali. prescome such as accessibility, Content development and future
promise in providing the demand of humane
References
• https://virtualspeech.com/blog/history-of-vr
• https://www.geeksforgeeks.org/virtual-reality-introduction/
• https://www.slideshare.net/Sumitsharma443/virtual-
reality-report

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