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OUR GROUP PRESENTS...

RTUAL REALITY
IRTUAL REALITY

ITC1023-BE101
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Name : FATIN ATHIRAH Name : PUTRI SHAZA Name : UMAIRAH ZAHIDA


Age : 18 y/o Age : 19 y/o Age : 18 y/o
Hobby: Listening Music Hobby: Listening Music Hobby: Watching K-Drama

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Name : AMJAD AZMI Name : AMAR AIMAN


Age : 19 y/o Age : 18 y/o
Hobby: Playing Games Hobby: Watching Movies
CONTENT
 Introduction to Virtual Reality
 How Virtual Reality Work
 How Virtual Reality Are Being Used
in Modern-Day Society
 Types of Virtual Reality and Its
Users
 The Advantages and Disadvantages
of Virtual Reality
 Conclusion
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FATIN A.
INTRODUCTION
TO VIRTUAL REALITY
WHAT IS VIRTUAL REALITY?

 It’s a form of technology that can simulate a situation or computer-generated


environment
SENSES USED IN VIRTUAL
REALITY
THE DIFFRENCES IN VIRTUAL REALITY AND
AUGMENTED REALITY

VIRTUAL REALITY AUGMENTED REALITY


 Puts the user inside a simulation  Projects the simulation into our reality

 Completely virtual  Uses a real-world setting

 Users are controlled by the system  Users can control their presence in the real world

 Uses equipment such as a VR headsets  Can be accessed with a smartphone


A SHORT HISTORY ON VR

The Concept The Sensorama The Headsight


• The first known • The first creation of • The first motion-
introductions of this this concept tracking device / HMD
concept
• Invented by Morton • Invented by Comeau
Heilig (1957) and Bryan (1961)
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AMJAD A.
HOW VIRTUAL
REALITY WORK
HOW DOES IT WORK?

• VR lets you explore in a 3D


environment as well as allowing you to
look around in 360-degree rotation

• The video/image placed on the VR screens


are split in two for each eye to create a 3D
perspective
HOW DOES IT WORK?

 VR technology uses spatial audio to simulate the kind of unique audio landscape
you’d expect in the real world
HOW VR TRICKS OUR BRAIN

• The brain interprets our senses in order to


understand the world around us

• This phenomenon is called perception

• It's a process where our brain turns our


senses into experience

• It allows us to describe and bring forth


information about the senses we’ve
experienced
HOW TO CREATE A VIRTUAL WORLD

• VR uses computer technology to create


interactive virtual experiences viewed
through a headset

• A VR headset is required to be strapped


on the users so that the VR simulation
can start
• Users can have a greater sense of immersion
with a VR headset then what can be experienced
through a flat screen
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PUTRI S.
HOW VITUAL REALITY IS
BEING USED IN
MODERN-DAY SOCIETY
VIRTUAL REALITY IN E-SPORT

 Virtual reality is the use of VR devices when playing video games, enable players to
see in a 3D artificial environment
VIRTUAL REALITY IN EDUCATION

 Improve education by providing students with memorable and immersive


experiences that would otherwise not be possible
VIRTUAL REALITY IN HEALTHCARE

 Healthcare professionals now use virtual models to prepare themselves for working
on real bodies
VIRTUAL REALITY IN FASHION

 Useful for retailers to design their signage and product displays without fully
committing to the build like you would in the real world
VIRTUAL REALITY IN SPORTS

 Virtual reality can be used by coaches and players to train more efficiently across a
range of sports, as they are able to watch from another side
VIRTUAL REALITY IN MILITARY

 In Military, they used it for flight simulations, battlefield simulations, medic


training, vehicle simulation and virtual boot camp, among other things
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FATIN A.
TYPES OF VIRTUAL
REALITY AND ITS USERS
TYPES OF VIRTUAL
REALITY
FULLY IMMERSIVE VIRTUAL REALITY

• Ensures a realistic virtual experience to the


users

• Commonly used for gaming and other


entertainment purposes

• Completed with head-mounted displays,


headphones, gloves, and a treadmill or
suspension apparatus
SEMI-IMMERSIVE VIRTUAL REALITY

• Something in between the non-


immersive and fully immersive VR
experience

• Limited to walking and interacting with


the environment

• Can be used by using a computer or VR


glasses and t can be device-based or web-
based
NON-IMMERSIVE VIRTUAL REALITY

• A system detects your motion and


translates it on screen

• Let's you interact with the stimulation


without directly being in it

• Typically used through a computer or any


other console
TYPES VIRTUAL REALITY
USERS
ADOLESCENTS
(13-18 years old)

SENIOR ADULTS
(60+ years old)
ADULTS
(19-59 years old)

AGE SPECTRUM
OF VR USERS
CHILDREN
(0-12 years old)
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AMAR A.
THE ADVANTAGES AND
DIADVANTAGES OF VIRTUAL
REALITY
THE ADVANTAGES OF VIRTUAL
REALITY
IMPROVING EDUCATIONAL VALUE

• Provide the students with immerse


experience during class sessions

• Makes teaching lessons easier for


both the teachers and the students

• Help the students to think creatively or


outside the box
CREATES A SAFE AND REALISTIC LEARNING
ENVIROMENT AS WELL AS TECHNICAL SKILL
PRACTICE

• Allow us to create a stimulation that are


dangerous in real life

• Allows the user to prepare themselves for


certain situations especially life threatening
THE DISADVANTAGES OF
VIRTUAL REALITY
HIGH COST AND FUNCTIONALITY
ISSUES

• Not everyone can afford the same tech


quality for VR technology

• When it needs maintenance and


repair, it cost a lot of money to fix it
ADDICTION TOWARDS THE VIRTUAL
REALITY
• Some users will get addicted to virtual
reality
• This addiction can mess with your brain as
well as your well being

• Some will use virtual world to isolate


themselves or escape from real world

• This addiction can occur if the user has no


one to remind or pull them out of the
stimulation
PHYSICAL SIDE EFFECT TOWARDS
THE USERS
• “VR sickness” is a term that describe the
various affliction caused by interacting with
VR content

• Some of the effect are nausea, eyestrain,


dizziness and disorientation

• There is a disconnection between what you see


in VR and your physical body and senses
UMAIRAH Z.
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CONCLUSION
• VR opens-up new ways for the current and
future generations to further advance their
creativity

• It also paves another way for them to


express themselves
• VR allows them to be innovative with the way they will use VR as a
marketing tactic to convey to the targeted audience.
• VR offers new ways to understand or
experience history, cities, or scenes that
would otherwise be uninteresting and
difficult to understand for most

• VR is not limited by the dimensions of the museum walls and instead


brings learning experiences to visitors of all ages in new and exciting
ways
THANK YOU FOR
LISTENING!

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