Professional Documents
Culture Documents
VR TECHNOLOGY by Vedhan
VR TECHNOLOGY by Vedhan
COLLEGE - PANDESARA
SEMINAR REPORT
ON
• HISTROY
• INTRODUCTION
• TYPES OF VR
• IMPORTANT ELEMENTS OF VR
• DEVICES USED IN VR
• HOW DOES VR WORK ?
• VRML
• APPLICATIONS OF VR
• FUTURE
• CONCLUSION
• REFERENCES
• In one manner, virtual reality has existed since 1950s, but the
technology didn’t see widespread use until the 1990s. since then, VR
has become increasingly popular.
• By the 1980s, the term “Virtual Reality” was popularized by Jaron
Lanier. Founder of VPL Research Company in 1985.
• VPL Research has developed several VR devices like Data gloves,
Eyephone and Audio sphere, which are needed to experience what he
called “Virtual Reality”.
• In 1965, another inventor, Ivan Sutherland, offered “ The Ultimate
Display ”, a head-mounted device that he suggested would serve as a
“Window Into A Virtual World”.
• Many people are still unfamiliar with concept of virtual reality. It is also quite common to confuse the term
virtual reality and augmented reality.
• The main difference between the two is that VR builds the world in which we immerse ourselves through a
specific headset. It is fully immersive and everything we see is part of an environment artificially constructed
through images, sounds, etc.
• On the other hand, in augmented reality (AR), our own world becomes the framework within which objects,
images or similar are placed.
• AR technology has a disadvantage compared with virtual reality is visual immersion.
1) NON- IMMERSIVE
2) SEMI- IMMERSIVE
3) FULLY- IMMERSIVE
1. VIRTUAL WORLD.
2. IMMERSION.
3. SENSORY FEEDBACK.
4. INTERACTIVITY
• It provides user with comfortable, natural experience in engaging with the virtual world.
• The virtual environment must be quick enough to respond to the user’s action. This is required
to maintain excitement and a mood of immersion.
• If the interaction is slow, then there will be no immersion and the virtual experience will fall to
excite the user.
• Trackers attached to user or object. So, head or hand movements can be detected.
• It usually done by electromagnetic or optical means.
• User’s movements are translated into position and orientation coordinates to be
translated by the computer so that the corresponding viewpoint can be displayed.
VR headsets receive input from two different sources: An HCMI cable that is either connected to a PC or
a smartphone. The former applies to headsets such as the HTC Vive , Oculus rift, Google’s daydreamer
and Samsung’s gear. You can also connect other devices such as head and hand tracking, controllers, and
voice input to your VR headset. Once you’re ready to use your headset, here’s what happens inside it :
• There are either one or two screens per feeds, as well as autofocus lenses that are positioned between
your headset’s screen and your eyes. These can be adjusted depending on both eye movement and
positioning. Their other functions include picture focusing and reshaping for each eye, and move two
2D images to produce a stereoscopic 3D images that emulates how our eyes view the world.
• Several VR headsets have a minimum 100- or 110-degree field of view for a more immersive VR
experience. As for the image produced by these devices, a minimum frame rate of 60fps is required to
make it convincing without making the user feel sick.
HEAD TRACKING
EYE TRACKING
There were three major versions of the VRML language standard. The first was just VRML, or
VRML 1, then VRML 2.0 ,then VRML 97. The basic ideas for all three versions are the same, but
there are some non-compatible differences.
Medical Military
Manufacturing
Created by: Rudra Vedhan Thursday, 14 March 2024 26
APPLICATIONS OF VR [CONTINUE…]
Entertainment Education
• VR technology is still in its experimental stage and we are not yet sure how full-scale VR
invasion will impact our social lives. Teenage internet addiction is really high in Korea which
even has internet rehabilitation centres to combat this problem.
• Overall, I think this is a very exciting time to see the benefits VR will bring to the masses.
Apart from gaming, we will also see the influence of VR in the education industry, healthcare,
entertainment, engineering etc.