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LIVING IN VIRTUAL

REALITY
GENESIS OF VIRTUAL REALITY

The term ‘Virtual reality’ (VR)


was initially coined by Jaron
Lanier, founder of VPL Research
(1989). At that time it was
basically used in flight
simulation to train pilots
VIRTUAL REALITY
A way to visualise, manipulate, and interact with a virtual environment

Visualise
1 The computer generates visual, and auditory outputs

Manipulate
2 Manipulate objects in this virtual world

Interact
3 Real time manipulation, feedback from the environment
Key Components in a Virtual Reality System

PC ( Personal Head-Mounted Display Input Devices


Computer)/Console/Smartphone
VARIETY OF
HARDWARE / EQUIPMENT FOR VR

Oculus Rift HTC Vive


Samsung Gear Google
Cardboard

Sony PS4 Google Glass Microsoft Hololens


Types of Virtual reality

Immersive

Window on world

TelePresence

Mixed Reality
IMMERSIVE VIRTUAL REALITY

The Immersive Virtual Reality System


completely involve the users personal
viewpoint in the virtual world Like a
person experiencing cave scene
HMD Head Mounted Display

This is a helmet or face mask


that holds the visual and
auditory displays.

In immersive system a large


projection displays are used
to create a virtual background
such as room or cave.
WINDOW ON WORLD VIRTUAL REALITY

Some systems uses conventional


computer monitor to display visual world.
This sometimes called Desktop Virtual
reality or Window on World (WoW)
TELE PRESENCE VIRTUAL REALITY

Telepresence is variation to visualize


complete computer generated world.
This is a technology which links the remote
sensors with the senses of human operator
in real world.
Fire fighters uses remote controlled
vehicles to operate some dangerous
conditions. This vehicles are equipped with
Telepresence systems.
MIXED VIRTUAL REALITY

Merging the Telepresence and Virtual


reality systems gives the mixed virtual
reality or seamless simulation.
A fighter pilot can see computer generated
maps and scenes data displays in there
fancy HMD that is Helmet visor or cockpit
displays.
In this type of virtual reality user can see,
Hear virtual world and can operate that
world by using Telepresence.
Immersive Medical
training Therapy

Business Gaming

VR applications
Architectural planning, Tourism &
modelling advertising

Entertainment Telepresenc
Scientific e
simulations
VIRTUAL REALITY IN DEFENCE

Virtual reality has been adopted by


the military – this includes all three
services (army, navy and air force) –
where it is used for training
purposes. This is particularly useful
for training soldiers for combat
situations or other dangerous
settings where they have to learn
how to react in an appropriate
manner.
VIRTUAL REALITY IN DEFENSE

Flight simulation

Battlefield simulation

Medic training (battlefield)

Vehicle simulation

Virtual boot camp

Virtual reality is also used to treat post-traumatic stress disorder. Soldiers suffering from battlefield
trauma and other psychological conditions can learn how to deal with their symptoms in a ‘safe’
environment. The idea is for them to be exposed to the triggers for their condition which they
gradually adjust to. This has the effect of decreasing their symptoms and enabling them to cope
to new or unexpected situations.
ARCHITECTURAL PLANNING, MODELLING
VR IN MEDICAL FIELD
Uses of VR in Education

• Wearing VR headset, students can experience high


quality educational visualizations that have a positive
impact on the whole learning process. VR can help
students easily understand complex concepts, theories,
and subjects. they are able to digest and retain complex
information at a much higher rate

• Virtual Reality can change this and motivate them


towards academic achievement once more. By using VR
technology, teachers can attract the attention of students
to specially developed academic material. Virtual Reality
can make the processes and situations described in
academics to become real.
ENGINEERING & DESIGNING FIELD

This lathe is used


to train
apprentices.

Unlimited free
material and no
clean up!

© www.ozedweb.com
VR FOR TRAINING PURPOSE

United states uses VR as


flight simulator to train
pilots.
With VR training huge
saving of fuel,
electricity, wear & tear
could be effected.

© www.ozedweb.com
SHARED VIRTUAL ENVIRONMENT

Three networked users at


different locations (anywhere in
the world) meet in the same virtual
world by using different devices.
Each user is presented as a virtual
human (avatar) to the other
participants. The users can see &
communicate with each other as a
team in a virtual world.
TECHNOLOGIES USED IN VR-SOFTWARE

Toolkits
•Programming libraries.
•Provide function libraries (C & C++)

Authoring systems

Complete programs with graphical interfaces for creating


worlds without resorting to detailed programming
TECHNOLOGIES USED IN VR-SOFTWARE

Software packages available in market

• Multiverse (Freeware)
•Virtual Reality Studio ($100)
•Sense8 World Tool Kit (WTK) (over $1000)
• Autodesk Cyberspace Development kit (over $1000)
TECHNOLOGIES USED IN VR-SOFTWARE

VRML(Virtual Reality Modeling Language)

 Standard language for interactive simulation within the


World Wide Web.

 Allows to create "virtual worlds" networked via the


Internet and hyperlinked with the World Wide Web.
VIRTUAL REALITY SOCIAL ENHANCEMENT

• People will be able to learn social skills through Virtual Environment (VE) that
are transferable to real world contexts

• People now able to feel himself inside the crowd instead of attending
physically

• People will learn to deal with social matters

• Virtual reality allows the user to gain experiences without the risks that would
accompany those experiences in real life

• Virtual reality will be used in order to prevent mistake or practice trial and error
CONS
• The Hardware needed to create fully immersed VR experience is still cost prohibitive

• Programmers are still grappling with how to interact with V.E

• Addiction cause Possible impacts on real body

• One worry is that as VR environments become much higher quality and immersive, they
will become attractive to those wishing to escape real life

• Training with a VR environment does not have the same consequences as training and
working in the real world

• This means that even if someone does well with simulated tasks in a VR environment,
that person might not do well in the real world.

• Psychological damage; identity problems


CONS

• A big reason to criticize VR is the headaches, sickness due to eye strain

• A term “Cybersickness” is most common in users of VR headsets,


Cybersickness is defined as motion sickness it appears when the signal
from the eyes do not match with the signal from vestibular sense

• RSI can also Result from use of the handset gloves. It may require
specialized training to operate
FUTURE POSSIBILITIES

• Science fiction literature and film have explored a range of futuristic VR


technologies and the experimental opportunities that may offer

• Virtual experience and virtual identities via memory implants

• Recording and sharing experiences

• Games scenarios

• Use of VR for deception and control


CONCLUSION

• VR & Telecommunication are set to evolve hand in hand in this


century

• VR for people with special needs placed high on the research


agendas of key industry players, and of academic research bodies

• VR enables the user to interact directly with information

• VR can enable the user to see/experience things in new ways

• Criticized for generating much attention without having genuine


application
THAN
K
YOU
VR

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