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VIRTUAL REALITY

Professor – Mrs Vithika Sidhabhatti


Team Members

 1)Yash Dongare(122B1B077)

 2)Arpit Gaikwad (122B1B081)

 3)Arpita Gaikwad(122B1B082)

 4)Sakshi Ghardale(122B1B087)
CONTENTS
 Definition and Need for Virtual Reality
 History
 Taxonomy
 Basic Virtual Reality
 Advanced Virtual Reality
 Applications
 Conclusion
DEFINITION
 Virtual Reality is the use of computer modeling
and simulation that enables a person to interact
with an artificial three-dimensional (3-D) visual or
other sensory environment.
 Via seeing, hearing, smelling and feeling.
WHY VIRTUAL REALITY
 Virtual reality is adopted by military, aviation,
sports like golf etc. as training ground in highly
realistic manner.
 In military, soldiers can diffuse a bomb without any
real world risks.
 In Medicine;
Earlier: Dissection and study using plastic models;
Now: Virtual Patients and Virtual Histology
 They have lower operating costs and are safer to
use than real experiences.
VITARAMA AND CINERAMA
 VITARAMA: 11 Projectors and
dome shaped screen.
 CINERMA: Simplified version of
Vitarama. Used as wide-
screen film format in 1939. It used three
projectors onto a deeply
curved screen, subtending 146°
of arc.
HARDWARE USED
Degree of Freedom: Optimal results in 5 DoFs such as
update rate, latency, accuracy, resolution and range
Input Devices: Trackers,
Joysticks, Mice, Data Glove.
Data Glove:
 Outfitted with sensors on the

fingers.
 Enables natural interaction by

hand gesture recognition.


HARDWARE USED
Output Devices: CRT monitor and LCD screens.
 VR expanded from Basic to Immersive.

 New devices like Power Wall, Head-Mounted

Display (HMD), Binocular Omni Oriented Monitors


(BOOM)
TECHNOLOGIES USED [SOFTWARE]
Virtual Reality Modeling Language(VRML):

 It is a standard language to represent 3D graphics


within the World Wide Web.

 Allows the creator to specify images.


TECHNOLOGIES USED [SOFTWARE]
Software packages:
 Multiverse – Platform for Massively Multiplayer

Online Games.
 VR Studio – Creates virtual world in Free space.
KEY ELEMENTS OF A VR SYSTEM
Key elements of a Virtual Reality System are
 Immersion: Active and Passive Immersion

 Interactivity: Interact with a virtual object while

navigating through the environment.


 Participants: New user and Experienced user;

One-to-one relationship and One-to-many


relationship.
 Feedback: Gives ability to observe the results.

Very useful in aviation and medicine.


CLASSIFICATION
Type of Technology:
 BASIC: Do not require special input or output

 ENHANCED: Require additional input or output

devices to experience virtual reality.


Level of Mental Immersion:
 BASIC: Lower lever of immersion

 ENHANCED: Higher level of Immersion.


BASIC VR SYSTEMS
BASIC VR SYSTEMS:
 The basic Virtual Reality systems have the least

level of immersion when compared to enhanced


systems.
 They are screen-based and pointer-driven which

are presented by three-dimensional graphics.


 These systems can be divided into subcategories,

such as the hand-based and the monitor-based


virtual reality systems.
HAND BASED VR SYSTEMS
HAND BASED VR SYSTEMS:
 Hand-held devices, such as cell phones, ultra

mobile computers are used for VR experience.


 Ex: Wikitude World Browser

 Using a Digital Compass and a Camera on a smart

phone.
HAND BASED VR SYSTEMS
LEAP MOTION CONTROLLER:
 No hand contact required. A user can interact with

their computer by just using hand gestures.


 Senses your hands and

fingers and follows their


every move.
MONITOR BASED VR SYSTEMS

 It is a desktop based computer displaying 3D


graphics on monitors.
 Ex: Fish Tank Display
ENHANCED VR SYSTEMS
 Enhanced VR systems are again divided into two
sub categories:
 Partially Immersive : Wall projectors,Monocular

Head Based.
 Fully Immersive:

(a) Room based - Vehicle Simulation, CAVE


(b) Binocular head based
HOLOGRAM &
VIRTUAL FITTING
ROOM
Expectation in Movie Star Wars
What is this?
 Hologram: Typically, a hologram is a photographic
recording of a light field, rather than of an image
formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject,
which is seen without the aid of special glasses or
other intermediate optics.

 Easier version (our opinion): a technique that can


display three dimensional images and users do not
need to use any other devices to view the outputs.
Why is it amazing?
 Users do not to need wear any devices.
 It looks real! Most of other virtual reality devices--

connect to computer and 3D models generated by


computer.
 Interactive
Some prototypes...
 Life Sized Hologram
 Hologram Presentation
 3D earth
Is it just for rich people?
Future hologram

Long way to go…

 Multi-angle to view
 inside 3D images
 standard interfaces
Virtual Fitting Room

 Sometimes, we work hard to


make lazy life possible.
 Have you go shopping with your
girlfriend or wife?
How does it work?

Key: Kinect, powerful device. Skeleton Detection + 3D


models
OTHER VR APPLICATIONS
AND EXAMPLES
Video Games - Early Examples

 Sega Heavyweight Champ


Had to move boxing gloves.
 Hang-On (Arcade Racing)
Leaned on bike.
 Nintendo Power Pad.
Video Games - Early (continued)
 Nintendo Power Glove,
Hand motion detection.
 Duck Hunt,

Light sensing guns.


 Sega Activator Full body motion detection.
 Sega VR and Nintendo Virtual Boy

3D headsets.
Video Games - Return of VR
 Motion Detection
Nintendo Wiimote
PS Move
Microsoft Kinect.
 Nintendo 3DS

3D and AR.
 Other:

Wii Fit pad


Rock Band and
Guitar Hero
Video Games - Near Future
 Augmented Reality
3DS, Hololens.

 VR Headsets
Oculus Rift, Project Morpheus.

 Motion Detection
Virtuix Omni.
Augmented Reality Applications

 Games
 Design
 Training
 Visualization
CAVE VR Applications

 This has applications for faculty in computing,


game design, psychology, the arts,
and a wide range of other fields.

Can study cognitive processing,


assess phobias, visualize large data sets, etc.

 Forest fire simulation presented by Dr. Harris


Military Applications

 Flight Simulation
 Battlefield Simulation
 Medic Training
 Vehicle Simulation
 Virtual Boot Camp
Medical Applications
 Surgical Fields - Training on models
instead of real people
 Diagnostic tool, Robotic surgery
 PTSD and Phobia Treatment
 Place patients in controlled environments
 Cognitive Behavioral Therapy – Transform negative

beliefs into positive action


Patients may be more comfortable talking in virtual
environment
Medical Applications (continued)
 Addiction Treatment
VR used for counseling
Display images in VR to use as Hypnotherapy
Meant to relax patient and encourage behavioral
changes
 VR for the disabled

Allow the disabled to explore world as regular people


Test building accessibility for disabled before
construction
Prepare people who may have their disability cured for
tasks and skills they may be able to perform
Virtual Reality and Education
 Able to present large amounts of potentially
complex data.
 Especially useful for scenarios

and places students cannot


experience or see immediately
(astronomy, surgery)
 Can tailor to specific learning styles
Other Virtual Reality Applications
 Fashion
 Virtual Heritage Sites (Stonehenge, Archaeological

digs, etc.)
 Sports - Performance analysis, equipment design
 Engineering - Design, AR-assisted Maintenance
 Business - Training, 360-degree product view
 Construction - Building construction, disaster test
 Art
Conclusion
1. Immersive Experience: VR offers a highly immersive experience, creating a three-
dimensional environment that makes users feel present in a digital world.

2. Applications Across Industries: VR is versatile, finding applications in gaming,


healthcare, education, training, and real estate, showcasing its broad impact.

3. Training and Simulation: VR is extensively used for training simulations in various


fields, allowing users to practice in a realistic yet risk-free virtual environment.

4. Challenges: VR faces challenges such as cost, accessibility, motion sickness, and


hardware requirements, which may limit widespread adoption.

5. Technological Advancements: Ongoing advancements in VR technology, including


improved hardware and graphics, contribute to the overall growth and potential of the VR
industry.
References
 https://www.sciencedirect.com/science/article/pii/S25902911230
01377#sec4
 https://www.techtarget.com/whatis/definition/virtual-reality
 https://www.simplilearn.com/tutorials/artificial-intelligence-tutor
ial/what-is-virtual-reality
 https://en.wikipedia.org/wiki/Virtual_reality
 https://www.forbes.com/sites/bernardmarr/2020/12/18/the-future
-of-virtual-reality-vr/?sh=481d09b27be8
QUESTIONS
THANK YOU

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