You are on page 1of 20

VIRTUAL AND AUGMENTED

REALITY
ECC4351
MODULE 1: INTRODUCTION
• The three I’s of virtual reality
• Commercial VR technology
• The five classic components of a VR system.
THE THREE I's OF VIRTUAL REALITY
Immersion
Immersion into virtual reality is a perception of being physically present
in a non-physical world. The perception is created by surrounding the
user of the VR system in images, sound or other stimuli that provide an
engrossing total environment.
Immersion can also be defined as the state of consciousness where a
"visitor" or "immersant” awareness of physical self is transformed by
being surrounded in an artificial environment
Types of Immersion
• Tactical immersion: Tactical immersion is experienced when
performing tactile operations that involve skill. Players feel "in the
zone" while perfecting actions that result in success.
• Strategic immersion: Strategic immersion is more cerebral, and is
associated with mental challenge. Chess players experience strategic
immersion when choosing a correct solution among a broad array of
possibilities.
• Narrative immersion: Narrative immersion occurs when players
become invested in a story, and is similar to what is experienced while
reading a book or watching a movie.
Interaction
Immersion within a virtual environment is one thing, but for a user to feel truly involved
there must also be an element of interaction.

Interactivity depends on many factors mainly, speed, range and mapping.


• Speed is defined as the rate that a user's actions are incorporated into the computer
model and reflected in a way the user can perceive.
• Range refers to how many possible outcomes could result from any particular user
action.
• Mapping is the system's ability to produce natural results in response to a user's actions.

Navigation within a virtual environment is one kind of interactivity. If a user can direct his
own movement within the environment, it can be called an interactive experience.
True interactivity also includes being able to modify the environment. A good virtual
environment will respond to the user's actions in a way that makes sense
Imagination
Virtual reality is not just a medium or a highend user interface, it also has applications that
involve solutions to real problems in engineering, medicine, the military, etc. These
applications are designed by virtual reality developers.

The extent to which an application is able to solve a particular problem, that is, the extent
to which a simulation performs well, depends therefore very much on the human
imagination, the third "I" of VR.

Virtual reality is therefore an integrated trio of immersion-interaction-imagination

The imagination part of VR refers also to the mind's capacity to perceive nonexistent
things.

Example in the VR I’s diagram “triangle”, is easily "seen" , yet it only exists in our
imagination.
QUIZ
1. Immersive virtual reality is the most expensive form of VR
➢True
➢False
2. Why does virtual reality enhance instruction?
➢It tally's rewards to help with classroom management
➢It allows teachers to communicate with parents
➢It provides a deeper understanding with realistic 3D imagery
➢All of the above
Types

• Immersive
• Augmented
• Text-based
• Desktop (Window on a World)
• Video Mapping
Computer Graphics vs. VR
• CG is concerned with the modeling, lighting and dynamics of
environments and in general how to build a medium – so forth called
Virtual World.
• But, designing a VE is something beyond designing a CG.
• When we become concern about how people experience the
simulated environment, (re)act within it and interact with its
components through the designed human-machine interface (HMI),
we are talking about VE or VR
What is Immersive VR?

A type of VR in which the user becomes


immersed (deeply involved) in a virtual world. it
is also a form of VR that uses computer related
components.
Types of Non-immersive VR
• Text-based VR: when a reader of a certain text form a mental model
of this virtual world in their head from the description of people ,
places and things.
• Augmented VR: the idea of taking what is real and adding to it in
some way so that user obtains more information from their
environment.
Devices

Head Mounted Displays


(HMD):
was the first device
providing its wearer with
an immersive experience.
Evans and Sutherland
demonstrated a head-
mounted stereo display
already in 1965.
3D VIDEO Eyewear
Winner of a 2005 & 2006 Consumer Electronics Show Design Award.

VR Price: $499.00
Binocular Omni-Orientation Monitor (BOOM)

BOOM is a head coupled


stereoscopic display device.
Screens and optical system are
housed in a box that is attached
to a multi-link arm.
QUIZ
1. Which of the following is NOT a constraint of VR?
• It can only be used for Science and Geography
• It can be costly
• Developing lessons/experiences can be time consuming
• Resistance to new technology from teachers

2. What are the 3 types of VR?


• Immersive, 3D, non-immersive
• Immersive, semi-immersive, non-immersive
• Digital, semi-immersive, projective
• 3D, non-immersive, digital
Applications

▪ Entertainment
• More vivid
• Move exciting
• More attractive
Applications (Cont’d)
▪ Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled environment.
Applications (Cont’d)
▪ Manufacturing
• Easy to modify
• Low cost
• High efficient
Applications (Cont’d)

▪ Education & Training


• Driving simulators.
• Flight simulators.
• Ship simulators.
• Tank simulators.

You might also like