2. WHAT IS VIRTUAL REALITY?
Virtual Reality (VR)
Experience that simulates
immersive physical presence in a
real or imagined environment.
Augmented Reality
(AR)
Experience that supplements the
view of a live, physical
environment with digital assets.
3. BEGINNINGS OF VR
Morton Helig
Created the
Sensorama, a 3D
display, vibrating
Seat and scent
producer
Thomas A. Furness
III introduced Super
Cockpit, a visual
flight simulator for
the air force
Ivan Sutherland
created the Sword
of Damocles, widely
considered to be
first VR headset
MIT created the Aspen
Movie Map, a
hypermedia
experience that
allowed users to take
a virtual tour
Atari Sunnyvale
Research
laboratory, led by
Alan Kay, founded
to explore VR
Jonathan Walden
founded Virtuality, a
company in the UK that
produced arcade
headsets
Sega
introduced the
Sega VR-1, a
head-tracking
VR device
1962 1966 1968 1977 1982 1990 1994
4. BEGINNINGS OF VR
Valve launches VR
effort to create
headset with truly
immersive
presence
Oculus
crowdfunds
$2.4M, promises
a $300 VR
development
headset
Facebook
acquires
Oculus for
reported $2B
Google releases
Cardboard, a
do-it-yourself
VR headset
Valve and HTC
plan to release
Vive VR headset
Oculus plans
to release
consumer Rift
VR headset
Sony plans to
release
PlayStation
VR headset
for PS4
Quarter1
2011
October
2012
March
2014
June
2014
Quarter
1 2016E
Quarter
2 2016E
2016E
P
R
E
S
E
N
T
5. USES OF VIRTUAL REALITY
1
•Virtual reality in military
2
•Virtual reality in sports
3
•Virtual reality in education
4
•Virtual reality in business
5
•Virtual reality in medical
6
•Virtual reality in media
6. IMPACT
There has been an increase in interest in the potential social
impact of new technologies, such as virtual reality. Bailenson
review the literature on the psychology and sociology behind
life in virtual reality
Virtual reality will be integrated into daily life and activity,
and will be used in various human ways. Another such
speculation has been written up on how to reach ultimate
happiness via virtual reality.
Techniques will be developed to influence human behavior,
interpersonal communication, and cognition.
As we spend more and more time in virtual space, there will
be a gradual "migration to virtual space", resulting in
important changes in economics, worldview, and culture.
7. DISADVANTAGES OF VR
Virtual Reality equipments is very pricey.
The new technology can not be used by everyone.
It is limited to people who have good eyesight (in some
systems glasses are not allowed).
As we spend more and more time in virtual space, there will
be a gradual "migration to virtual space", resulting in
important changes in economics, worldview, and culture.
8. CONCLUSIO
N
Virtual Reality is at a critical design phase. The theories
behind its design and operation are still being written.
There are 61,400 international commercial companies
producing VR. There are approximately 3,600 educational
institutions which use VR.
Visualization of complicated, large data is helpful for
understanding and analysis.
VR is changing our life, eventually VR will increasingly
become a part of our life.