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DEPARTMENT OF COMPUTER SCIENCE

AND ENGINEERING
Virtual Reality
GUIDE NAME STUDENT NAME
V Umesh Kumar
1EP16CS114
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Contents
 Introduction
 History
 Types of VIRTUAL REALITY
 Technologies of VIRTUAL REALITY
 Architecture
 Applications
 Current Problems and Future Work
 Conclusion
 References
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Introduction

Virtual Reality (VR) is the illusion of a Three-


Dimensional,Interactive, Computer-Generated Reality,
where Sight, Sound, and sometimes even Touch are
simulated to create Pictures, Sounds, and Objects that
actually seem real.
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Introduction

 VR is able to you in
immerse Computer- a of
own
Generated
making: World
Room, City, The
your
interior of Human body. With
VR, you can explore any
Uncharted Territory of the
Human Imagination.
History of VR :- 5

In 1950s, flight simulators were built


by US Air Force to train student
pilots.
In 1965, a research program for
computer
graphics called “The Ultimate
Display” was laid out.
In 1988, commercial development of
VR
began.
In 1991, first commercial
entertainment VR system "Virtuality"
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Types of Virtual Reality
 Immersive VR :-
 Completely immerse the user's personal viewpoint inside
the Virtual 3D- World.
 The user has No Visual Contact with the physical world.
 Often equipped with a Head Mounted
Display (HMD).
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Types of Virtual Reality
 Window on World (WOW):-
 Also known as Desktop VR.
 Useof a Monitor to
display the visual world.
 Does Not require Special Hardware.
 Low Cost , Low Performance, Less
Immersion.
Types of Virtual Reality 8

 Telepresence :-
 Real-time Telepresence-
Interaction are Reflected to some real World
objects.
 Delayed Telepresence
Interactions are Recorded, and later Operations are
applied to the real-world object.
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Types of Virtual Reality
 Augmented Reality :-
 The seamless merging of Real space
and Virtual space.
 Integrating the Computer-Generated
Virtual objects into the Physical world
which become in a sense an equal part
of our natural environment.
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Technologies of Virtual Reality 0
 Binocular Omni-Orientation Monitor (BOOM) :-
 3-D Display device
suspended from a
move freely.boom that
weighted
 Head-coupled
can
stereoscopic
 display device.
 Fast
Convenientand toaccurate
use.
built-in tracking.
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Technologies of Virtual Reality 1

 Head Mounted Display(HMD) :-


 A Helmet or a Face mask
providing the visual and auditory
displays.
 Use LCD to display stereo
images.
 May include built-in Head-
tracker and Stereo headphones.
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Technologies of Virtual Reality 2

 Cave Automatic Virtual Environment (CAVE) :-

 Provides the illusion of


Immersion by projecting Stereo
images on the walls and floor
of a room-sized cube.
A Head tracking system
continuously adjust the stereo
projection to the current
position of the Leading Viewer.
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Technologies of Virtual Reality 3
 Software's :-

 Vizard Virtual Reality


 Virtual Reality Studio
 Sense8 World Tool Kit
 Multiverse
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Architecture of Virtual Reality 4

Position & Position and angle is visual,


Orientation Integrated with Virtual auditory
world by , haptic,
Input Computer Software Rendering touch…
Processor
Simulation Processor

Processor
Applications :- 1
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 Entertainment and Movies :-
 360-Degree cameras or VR
cameras, that have the
ability to record in all
directions.
 VR cameras are used to
create images and videos
 The
that can be viewed in VR. to
experience
allows users
interact with the characters
and worlds.
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Applications :- 6
 Biological :-
 Practice performing surgery.
 Perform surgery on a
remote patient.
 Teach new skills in a
safe, controlled
environment
Applications :- 1
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 GAMES :-
 The use of graphics, sound and
input technology in Video games
can be incorporated into VR.
 The VR Technology gives
feedback through visual, auditory,
haptic and other sensory systems.
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Applications :- 8
 Education and Training :-

 Provide learners with a Virtual Environment


where they can develop their skills without
the real- world consequences of failing.
 The fully Immersive training environment
allows to train through a wide variety of
Terrains, situations and scenarios..
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Current Problems and Future Work :- 9
 Motion sickness / Simulator sickness
 Low-Accuracy
 Expensive
 Bit lack of integration between application packages.

 Cost-saving
 High-level contact between participants in VR.
 High-Accuracy system
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Conclusion :- 0
 Visualization complicated, large
• Helpful
of for understanding
data and analysis. is
 VR offers us a new way to interact with computer and
real life.
 VR enables us to experience the virtual world that is
impossible in real world.
 VR is changing our life, eventually VR will increasingly
become a part of our life.
 The Best of VR is Yet to Come . . .
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References :- 1
 What is VR? -
(
https://en.wikipedia.org/wiki/Virtual
_reality
)
 Virtual Reality GIF’s-
(
http://giphy.com/search/virtual-realit
y
)
 VR News -
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