This document discusses the history and future of virtual reality (VR). It begins by defining VR as a computer technology that uses headsets and sensors to generate realistic virtual environments. The document then summarizes the origins of VR, including early prototypes from the 1950s-1980s and mainstream developments in the 1990s-2010s like the Oculus Rift and HTC Vive. It describes types of VR like immersive and non-immersive, as well as augmented reality. Applications of VR discussed include education, entertainment, engineering, healthcare and more. Advantages are its ability to save time/money and effectively communicate information, while disadvantages include cost and potential for addiction. The conclusion is that VR could transform human civilization
2. Objectives of this presentation
To provide some basic concepts about virtual reality
3. CONTENTS
What is Virtual Reality?
History of VR
Types of virtual reality
Augmented Reality
Uses of VR
Pros and cons of VR
4. WHAT IS VIRTUAL REALITY?
Virtual reality (VR) is a computer technology that uses virtual reality headsets or
multi-projected environments, sometimes in combination with physical
environments or props, to generate realistic images, sounds and other sensations
that simulate a user's physical presence in a virtual or imaginary environment.
Uses a number of devices such as headsets, globes etc with a number of sensors
to simulate a virtual environment for the user
6. In 1956, Morton Heilig developed sensorama, which was invented to provide an immersive
experience for movie lovers. It can be considered as the world’s first virtual reality device.
sensorama
7. In 1961, Comeau & Bryan developed the first precursor to the HMD as we know it today –
the Headsight.
It incorporated a video screen for each eye and a magnetic motion tracking system, which
was linked to a closed circuit camera.
8. In 1968 Ivan Sutherland and his student Bob Sproull created the first VR / AR head
mounted display (Sword of Damocles) that was connected to a computer and not a
camera.
9. In 1987, Jaron Lanier,
founder of the visual
programming lab (VPL),
coined the term “virtual
reality”. Through his
company VPL research,
Jaron developed a range
of virtual reality gear
including the Dataglove
(along with Tom
Zimmerman) and the
EyePhone head mounted
display.
eyephone Data glove
10. Sega announced the Sega VR headset for the Sega Genesis
console in 1993 at the Consumer Electronics Show in 1993. The
wrap-around protoype glasses had head tracking, stereo sound and LCD screens in the visor.
11. VR in the 21st century
2001- SAS cube became the first PC based cubic room
2007- Google introduced street view
2010- Palmer Luckey designed the first prototype of the Oculus Rift
2013- Valve discovered the breakthrough of low-persistence displays which make lag-
free and smear-free display of VR contents possible
2014- Valve showed off their SteamSight prototype
- Facebook purchased Oculus VR
- Sony announced Project Morpheus
- Google announced cardboard
2015- HTC and Valve announced HTC Vive and controllers.
15. TYPES OF VIRTUAL REALITY
1. Immersive Virtual Reality:
Affects ALL sensory systems which gives you the ability to immerse fully into the
virtual reality game/application.
Example is CAVE (Cave Assisted Virtual Environment).
2. Non Immersive Virtual reality
the user sees the simulated environment but does not really feel like being there
physically.
Games like GTA 5 can be taken as example.
18. What is augmented reality??
Augmented reality is a live direct or indirect view of a physical, real-world
environment whose elements are "augmented" by computer-generated or
extracted real-world sensory input such as sound, video, graphics, haptics or GPS
data.
In short, it gives the virtual experience of the real world.
Eg. Pokemon Go.
22. ADVANTAGES OF VR
User intended experience(user can modify the environment)
Large number of uses
Can help to save time and money for prototyping
Gives detailed and clear information
More effective in education and trainings than other methods
More effective communication(eg. Video conferencing)
23. DISADVANTAGES OF VR
Cost is high
Not accessible to all the people
Technology is still experimental
Users can get addicted
However real it may seem, it is still not real
24. Conclusion
The technology of VR can be the future of human civilization
We can achieve a number of things which are thought to be impossible using VR