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A presentation of
Name: BELLO ADAMU USMAN
I.D NO. JSIIT/21/NDCS/0046
 > What is Virtual Reality?
 >Abstract
 > History
 >Introduction
 > Types of Virtual Reality
 > Hardware used in VR
 > Applications of Virtual Reality
 > Advantages and Disadvantages
 >IT Components
 >Risks
 >The Future of Virtual Reality
 > References
Abstract
Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in
the last few years. Extensive media coverage causes this interest to grow rapidly. Very few
people, however, really know what VR is, what its basic principles and its open problems are.
In this paper a historical overview of virtual reality is presented, basic terminology and classes
of VR systems are listed, followed by applications of this technology in science, work, and
entertainment areas. An insightful study of typical VR systems is done. All components of VR
application and interrelations between them are thoroughly examined: input devices, output
devices and software. Additionally human factors and their implication on the design issues of
VE are discussed. Finally, the future of VR is considered in two aspects: technological and
social. New research directions, technological frontiers and potential applications are pointed
out. The possible positive and negative influence of VR on life of average people is speculated.
History
More than one person has been involved in the development of this technological system.
In 1950's visionary cinematography Morton Hcilig built a single user console called
Sensorama. This enabled the user watch television in 3 dimensional ways.
HISTORY/TIMELINE OF DEVELOPMENT
Introduction
Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is
difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. In
the last years the stormy development of microprocessor technology brings faster and faster computers to
the market. These machines are equipped with better and faster graphics boards and their prices fall
down rapidly. It becomes possible even for an average user, to move into the world of computer graphics.
This fascination with a new (ir)reality often starts with computer games and lasts forever. It allows to see
the surrounding world in other dimension and to experience things that are not accessible in real life or
even not yet created. Moreover, the world of three-dimensional graphics has neither borders nor
constraints and can be created and manipulated by ourselves as we wish – we can enhance it by a fourth
dimension: the dimension of our imagination...
What is Virtual Reality?
Virtual Reality means feeling the imaginary!virtual) world, rather than the real one. The imaginary world is
a simulation running in a computer.
Virtual reality is the term used for computer generated 3D environments that allow the user to enter and
interact with alternate realities.
The definition of 'virtual' is near and 'reality' is what we experience as human beings.
What is VR? What is VR not?
At the beginning of 1990s the development in the field of virtual reality became much more stormy and the
term Virtual Reality itself became extremely popular. We can hear about Virtual Reality nearly in all sort of
media, people use this term very often and they misuse it in many cases too. The reason is that this new,
promising and fascinating technology captures greater interest of people than e.g., computer graphics.
Definition:
Virtual Reality (VR) and Virtual Environments (VE) are used in computer community interchangeably.
These terms are the most popular and most often used, but there are many other. Just to mention a few most
important ones: Synthetic Experience, Virtual Worlds, Artificial Worlds or Artificial
TYPES OF VIRTUAL REALITY
 Immersive Virtual Reality
 Non-lmmersive Virtual Reality
 Window on world Virtual Reality
• Immersive Virtual Reality
Immersion into virtual reality is a perception of being physically present
in a non-physical world.
Elements of virtual environments that increase the immersiveness of the
experience:
1. Continuity of surroundings
2. Conformance to human vision
3. Freedom of movement
4. Physical interaction
5. Physical feedback
• Non-lmmersive virtual reality
large display, but doesn't surround the user.
it uses video cameras to track the image of the user in a virtual
world where you can also pick up or move objects.
 Window on world virtual reality
- Desktop- based virtual reality involves displaying a
3-dimensionai virtual on regular desktop display without use of any
specialized movement tracking environment.
Hardware Devices
- Input Devices
- Output Devices
INPUT DEVICES
OUTPUT DEVICES
APPLICATIONS OF VIRTUAL REALITY
 Virtual Reality in the Military
Virtual reality is used in the military for training purposes.
These purposes include:
• Flight simulation
• Combat simulation
• Virtual boot camp VR is also used to treat PTSD.
• Soldiers that suffer from this disorder use VR to gradually expose themselves to their
PTSD triggers in a safe and secure artificial environment.
 Virtual Reality in the Healthcare
- The Next Galaxy VR
• Uses Leap Motion force feedback technology so that surgeons can feel when they are
incorrectly performing part of a surgical procedure.
- The HumanSim VR
• Allows medical staff to engage in training scenarios within a virtual 3D environment.
With virtual reality technology, medical professionals are able to perform robotic surgery
which reduces time and risk complications.
 Education
- A company called Nearpod focuses on enhancing the classroom learning experience through VR
technology.
- Their systems allow teachers to customize lesson plans by bringing them to life in a virtual world.
- This technology gives students a more hands- on approach to learning.
- In example, if a history teacher was giving a lesson on the Roman Empire, she could use this
technology to give students a virtual tour of Rome itself.
 Entertainment
VR technology is used in a variety of entertainment industries including:
• Video games/theme parks
• Museums/galleries
• Theatre
VR allows people to engage with exhibits in a museum or gallery. They wear virtual
reality glasses withlenses that allow them to see objects in 3D.
These glasses have tracking systems that track movement and provide that information to
a computer.
As a result, the computer responds by changing the images seen by the wearer of the
glasses in order to maintain a realistic perspective of the environment.
 Architecture
- With virtual technology, architects are able to design buildings in a 3D space around them.
- For many architects, the major challenge in their field is convincing their clients that their
project designs will be representative of their 3D model.
- With VR, they are able to virtually walk clients through their project plans.
- VR allows the clients to explore a virtual representation of a particular room, floor, or the
entire building design as a whole.
 Business
VR in business allows managers to complete their daily tasks without having to travel or
leave the comfort of their office.
Managers can use this technology to virtually:
• Interview candidates
• Attend conferences
• Attend/teach training sessions
Businesses understand how these headsets can be used to help them build sales, save time,
and reduce costs.
 Advantages
- Virtual reality creates a realistic world.
- It enables user to explore places.
- Through Virtual Reality user can experiment with an artificial
environment.
- Virtual Reality make the education more easy and
comfortable.
 Disadvantages
- The equipments used in virtual reality are very expensive.
- It consists of complex technology.
- In virtual reality environment we cant move by our own
like in the real world.
ADVANTAGES AND DISADVANTAGES
 IT components - VR Development Tools
• Starting a VR system from scratch requires a large amount of time and work.
VR development tools allow us to improve what is already established.
• The type of VR development tool and the info it holds depends on the task at
hand.
• Different information from the development tools will be used to file format,
animation ease, collision detection, interface compatibility etc.
 IT Components-VR Modeling tools
• Modeling tools are the tools that store the information that allows us to see a virtual
environment.
• There are many tools available for designing the VR environment and storing the
information.
• The most common tools are 3ds Max, Maya, and Creator. Engineering Specific VR will
use software such as CATIA, UG, etc.
Risks
• Virtual reality headsets can induce nausea, fatigue, and dizziness in some users
- Some game developers have tweaked their designs to limit nausea, and it is
recommended that users take frequent breaks.
• Realistic simulated motion can result in negative neurological effects
- Virtual Reality Sickness
- Simulator Sickness
Risks
• Headsets make users blind to the world around them.
- Users could injure themselves or others around them while playing a game.
- Some advanced VR systems have cables that can be easily tripped over
while wearing a headset.
• Users may experience eye fatigue or injury due to having a screen inches away
from their eyes during use
 Virtual Reality is a growing Industry.
 PC and specialized hardware are getting better and faster because of
development in VR.
 Maybe 3D user interfaces will replace the windows based ones?
 Huge demand for VRML (Virtual Reality Modeling Language)
programmers in near future.
 Revolution in gaming industries.
The Future of Virtual Reality:
References:
 S. Beck, B. Froehlich, "Sweeping-based volumetric calibration and registration of
multiple RGBD-sensors for 3D capturing systems", 2027 IEEE Virtual Reality (VR),
pp. 167-176, 2018.
 M. Dou, P. Davidson, S. R. Fanello, S. Khamis, A. Kowdle, C. Rhemann, V.
Tankovich, S. Izadi, "Motion2Fusion: Real-time Volumetric Performance Capture",
ACM Irons. Graph., vol. 36, no. 6, pp. 246:1-246:16, Nov. 2017.
 A. J. Fairchild, S. P. Campion, A. S. Garcia, R. Wolff, T. Fernando, D. J. Roberts, "A
Mixed Reality Telepresence System for Collaborative Space Operation", IEEE
Trans. Circuits Syst. Video Techn., vol. 27, no. 4, pp. 827, 2019.
 A. Knoll, M.-O. Gewaltig, "Neurorobotics: a strategic pillar of the Humi Brain
Project", Science Robotics, 2016.
THANKYOUFORLISTENING………

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VIRTUAL REALITY PRESENTATION

  • 1. A presentation of Name: BELLO ADAMU USMAN I.D NO. JSIIT/21/NDCS/0046
  • 2.  > What is Virtual Reality?  >Abstract  > History  >Introduction  > Types of Virtual Reality  > Hardware used in VR  > Applications of Virtual Reality  > Advantages and Disadvantages  >IT Components  >Risks  >The Future of Virtual Reality  > References
  • 3. Abstract Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in the last few years. Extensive media coverage causes this interest to grow rapidly. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper a historical overview of virtual reality is presented, basic terminology and classes of VR systems are listed, followed by applications of this technology in science, work, and entertainment areas. An insightful study of typical VR systems is done. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software. Additionally human factors and their implication on the design issues of VE are discussed. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.
  • 4. History More than one person has been involved in the development of this technological system. In 1950's visionary cinematography Morton Hcilig built a single user console called Sensorama. This enabled the user watch television in 3 dimensional ways.
  • 6.
  • 7. Introduction Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. In the last years the stormy development of microprocessor technology brings faster and faster computers to the market. These machines are equipped with better and faster graphics boards and their prices fall down rapidly. It becomes possible even for an average user, to move into the world of computer graphics. This fascination with a new (ir)reality often starts with computer games and lasts forever. It allows to see the surrounding world in other dimension and to experience things that are not accessible in real life or even not yet created. Moreover, the world of three-dimensional graphics has neither borders nor constraints and can be created and manipulated by ourselves as we wish – we can enhance it by a fourth dimension: the dimension of our imagination...
  • 8. What is Virtual Reality? Virtual Reality means feeling the imaginary!virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. Virtual reality is the term used for computer generated 3D environments that allow the user to enter and interact with alternate realities. The definition of 'virtual' is near and 'reality' is what we experience as human beings. What is VR? What is VR not? At the beginning of 1990s the development in the field of virtual reality became much more stormy and the term Virtual Reality itself became extremely popular. We can hear about Virtual Reality nearly in all sort of media, people use this term very often and they misuse it in many cases too. The reason is that this new, promising and fascinating technology captures greater interest of people than e.g., computer graphics. Definition: Virtual Reality (VR) and Virtual Environments (VE) are used in computer community interchangeably. These terms are the most popular and most often used, but there are many other. Just to mention a few most important ones: Synthetic Experience, Virtual Worlds, Artificial Worlds or Artificial
  • 9. TYPES OF VIRTUAL REALITY  Immersive Virtual Reality  Non-lmmersive Virtual Reality  Window on world Virtual Reality
  • 10. • Immersive Virtual Reality Immersion into virtual reality is a perception of being physically present in a non-physical world. Elements of virtual environments that increase the immersiveness of the experience: 1. Continuity of surroundings 2. Conformance to human vision 3. Freedom of movement 4. Physical interaction 5. Physical feedback
  • 11. • Non-lmmersive virtual reality large display, but doesn't surround the user. it uses video cameras to track the image of the user in a virtual world where you can also pick up or move objects.
  • 12.  Window on world virtual reality - Desktop- based virtual reality involves displaying a 3-dimensionai virtual on regular desktop display without use of any specialized movement tracking environment.
  • 13. Hardware Devices - Input Devices - Output Devices
  • 16. APPLICATIONS OF VIRTUAL REALITY  Virtual Reality in the Military Virtual reality is used in the military for training purposes. These purposes include: • Flight simulation • Combat simulation • Virtual boot camp VR is also used to treat PTSD. • Soldiers that suffer from this disorder use VR to gradually expose themselves to their PTSD triggers in a safe and secure artificial environment.
  • 17.  Virtual Reality in the Healthcare - The Next Galaxy VR • Uses Leap Motion force feedback technology so that surgeons can feel when they are incorrectly performing part of a surgical procedure. - The HumanSim VR • Allows medical staff to engage in training scenarios within a virtual 3D environment. With virtual reality technology, medical professionals are able to perform robotic surgery which reduces time and risk complications.
  • 18.  Education - A company called Nearpod focuses on enhancing the classroom learning experience through VR technology. - Their systems allow teachers to customize lesson plans by bringing them to life in a virtual world. - This technology gives students a more hands- on approach to learning. - In example, if a history teacher was giving a lesson on the Roman Empire, she could use this technology to give students a virtual tour of Rome itself.
  • 19.  Entertainment VR technology is used in a variety of entertainment industries including: • Video games/theme parks • Museums/galleries • Theatre VR allows people to engage with exhibits in a museum or gallery. They wear virtual reality glasses withlenses that allow them to see objects in 3D. These glasses have tracking systems that track movement and provide that information to a computer. As a result, the computer responds by changing the images seen by the wearer of the glasses in order to maintain a realistic perspective of the environment.
  • 20.  Architecture - With virtual technology, architects are able to design buildings in a 3D space around them. - For many architects, the major challenge in their field is convincing their clients that their project designs will be representative of their 3D model. - With VR, they are able to virtually walk clients through their project plans. - VR allows the clients to explore a virtual representation of a particular room, floor, or the entire building design as a whole.
  • 21.  Business VR in business allows managers to complete their daily tasks without having to travel or leave the comfort of their office. Managers can use this technology to virtually: • Interview candidates • Attend conferences • Attend/teach training sessions Businesses understand how these headsets can be used to help them build sales, save time, and reduce costs.
  • 22.  Advantages - Virtual reality creates a realistic world. - It enables user to explore places. - Through Virtual Reality user can experiment with an artificial environment. - Virtual Reality make the education more easy and comfortable.  Disadvantages - The equipments used in virtual reality are very expensive. - It consists of complex technology. - In virtual reality environment we cant move by our own like in the real world. ADVANTAGES AND DISADVANTAGES
  • 23.  IT components - VR Development Tools • Starting a VR system from scratch requires a large amount of time and work. VR development tools allow us to improve what is already established. • The type of VR development tool and the info it holds depends on the task at hand. • Different information from the development tools will be used to file format, animation ease, collision detection, interface compatibility etc.  IT Components-VR Modeling tools • Modeling tools are the tools that store the information that allows us to see a virtual environment. • There are many tools available for designing the VR environment and storing the information. • The most common tools are 3ds Max, Maya, and Creator. Engineering Specific VR will use software such as CATIA, UG, etc.
  • 24. Risks • Virtual reality headsets can induce nausea, fatigue, and dizziness in some users - Some game developers have tweaked their designs to limit nausea, and it is recommended that users take frequent breaks. • Realistic simulated motion can result in negative neurological effects - Virtual Reality Sickness - Simulator Sickness
  • 25. Risks • Headsets make users blind to the world around them. - Users could injure themselves or others around them while playing a game. - Some advanced VR systems have cables that can be easily tripped over while wearing a headset. • Users may experience eye fatigue or injury due to having a screen inches away from their eyes during use
  • 26.
  • 27.
  • 28.
  • 29.  Virtual Reality is a growing Industry.  PC and specialized hardware are getting better and faster because of development in VR.  Maybe 3D user interfaces will replace the windows based ones?  Huge demand for VRML (Virtual Reality Modeling Language) programmers in near future.  Revolution in gaming industries. The Future of Virtual Reality:
  • 30. References:  S. Beck, B. Froehlich, "Sweeping-based volumetric calibration and registration of multiple RGBD-sensors for 3D capturing systems", 2027 IEEE Virtual Reality (VR), pp. 167-176, 2018.  M. Dou, P. Davidson, S. R. Fanello, S. Khamis, A. Kowdle, C. Rhemann, V. Tankovich, S. Izadi, "Motion2Fusion: Real-time Volumetric Performance Capture", ACM Irons. Graph., vol. 36, no. 6, pp. 246:1-246:16, Nov. 2017.  A. J. Fairchild, S. P. Campion, A. S. Garcia, R. Wolff, T. Fernando, D. J. Roberts, "A Mixed Reality Telepresence System for Collaborative Space Operation", IEEE Trans. Circuits Syst. Video Techn., vol. 27, no. 4, pp. 827, 2019.  A. Knoll, M.-O. Gewaltig, "Neurorobotics: a strategic pillar of the Humi Brain Project", Science Robotics, 2016.