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The Multimedia Industry

  Virtual Reality -- The Future Of
  Online Communication

  Presented by: Nicolas Z. W. Yip

  [Student ID: 19253419 ]

  E-mail:
Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 0 of 9
Overview
 •References used (useful if you download these
 slides, we won’t go through them).
 •What is virtual reality?
 •Its history.
 •Using virtual reality as an online communication
 tool.
 •Implications.
 •Conclusion.
 •Discussion / Question and Answer.

Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 1 of 9
List of References
   Barry, P. L. and T. Phillips (2004). Whatever happened to ... Virtual Reality? D. T.
 Phillips, National Aeronautics & Space Administration (NASA).
   Bernatchez, M. (2004). Virtual Reality Applications.
   Drakos, N. (1998.). Distributed Virtual Reality. 2004.
   Illinois, T. B. o. T. o. t. U. o. (1995). Virtual Reality: History. Illinois, U.S.A.
   Isdale, J., C. Hand, et al. (1998). What Is Virtual Reality? A Web-Based Introduction.
 Virtual Reality Information Resources
   Kommers, P. A. M. and Z. Zhiming Virtual Reality for Education.
   Rheingold, H. (1991). Virtual Reality. New York, U.S.A., Touchstone. 2004.
   Riva, G. (1999). "Virtual reality as communication tool: A socio-cognitive analysis."
 Presence: Teleoperators and Virtual Environments(8(4)): 462-468.
   Riva, G. (2001). "Virtual Reality as communication tool: a socio-cognitive analysis."
 Communications Through Virtual Technology: Identity Community and Technology in
 the Internet Age.: 10.
   Rößler, A. and H.-J. Bullinger (1995.). Virtual Reality as a Focal Point between New
 Media and Telecommunication. Stuttgart, Germany.: 10.
   Tate, S. (1996). Virtual Reality: A Historical Perspective.
   Versweyveld, L. (1999). The use of Virtual Reality as an advanced communication tool in
 therapy. Verbania. 2004.
Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 2 of 9
What is Virtual Reality?
  • Also known by its acronym “VR”.
  • Some define it as a “collection of technologies” [Isdale,
    Jerry, “What is Virtual Reality? A Web-Based
    Introduction”, page 2] like the head-mounted display,
    data glove, and multimedia.
  • Computer-generated artificial environment.
  • Which is also known as a “virtual environment” or VE.
  • Commonly used in games and engineering.
  • Recently, VRML.




Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 3 of 9
History of Virtual Reality
 • Conceptualised by cinematographer Morton Heilig
   in the early 1960s.
 • Normal movies/pictures fill 18% of spectators’ vision,
   Heilig wanted to change that by filling all 100% of it.
 • No financial support for him, so he created this
            “This virtual workstation utilized 3-D video, obtained with three
            35 mm cameras mounted on the cameraman. The setup included
            stereo sound, integrated with the full 3-D camera views. The
            viewer could ride a motorcycle while sensing the wind, simulated
            by a fan, and even potholes in the road. The machine was crude,
            but it opened the door for a multitude of ideas - a whole new
            world not yet discovered.”                                                               [Scott Tate, “Virtual Reality: A Historical
                                                                                                     Perspective”]
                        [Scott Tate, “Virtual Reality: A Historical Perspective”]
 • Finally, Ivan Sutherland of the University of Utah in the United States further
   developed virtual reality in 1965.
 • Initially experimented with three-dimensional displays.
 • A system to surround viewers was developed, which became adopted by the US
   Government for their space (Apollo) and military programmes (flight simulators).
 • Where it is mainly used now, other than computer games.

Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk                         Slide Number 4 of 9
Virtual Reality As A Communication Tool
  • Why?
         Text-based seems boring and plain. This would bring an ultimate experience!
  • Allows natural interaction.
  • May incorporate sensation, enabling users to feel each other or the objects
    around.
  • Example of one possible successful venture = There.Com (whose screenshots are below)




  • More screenshots: http://www.thereuniverse.com/screenshots.shtml
    (Well, I couldn’t get those here as they are really large in dimension)

Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 5 of 9
Interesting points to note
 •There is the digital divide.
 •Internet connection speeds and infrastructure.
 •Generally, loading times of these stuff is so SLOW! (But
 if we follow Moore’s Law of computing power, technology
 would surely catch up)
 •Resources needed to upgrade the technology (BILLIONS
 OF $$$!).
 •Health issues.
 •Security and privacy.



Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 6 of 9
Implications of virtual reality.
 •Uncomfortable headset.
 •Putting on any headset, there is
 ease of crime committed to the
 wearer.
 •“Immersion rooms” take up a lot of
 space and cost lots of money.
 •Especially the older generation,
 many are unwilling to learn.
 •Internet connections?

                                                                               [Scott Tate, “Virtual Reality: A Historical Perspective”]

Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.              http://nicdotnet.tk             Slide Number 7 of 9
Conclusion
 •Virtual reality might only be for the younger
 generation.
 •Interesting and exciting field.
 •Security and privacy.
 •Health issues still.
 •Nothing beats real-life!




Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 8 of 9
Questions?




                                     The end.
                                http://nicdotnet.tk
Copyright © 2004 Nicolas Zhen-Wei Yip.            [ID Number: 19253419]

Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004.   http://nicdotnet.tk   Slide Number 9 of 9

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CARE OF CHILD IN INCUBATOR..........pptx
 

Mms 5950 presentation slides

  • 1. The Multimedia Industry Virtual Reality -- The Future Of Online Communication Presented by: Nicolas Z. W. Yip [Student ID: 19253419 ] E-mail: Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 0 of 9
  • 2. Overview •References used (useful if you download these slides, we won’t go through them). •What is virtual reality? •Its history. •Using virtual reality as an online communication tool. •Implications. •Conclusion. •Discussion / Question and Answer. Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 1 of 9
  • 3. List of References Barry, P. L. and T. Phillips (2004). Whatever happened to ... Virtual Reality? D. T. Phillips, National Aeronautics & Space Administration (NASA). Bernatchez, M. (2004). Virtual Reality Applications. Drakos, N. (1998.). Distributed Virtual Reality. 2004. Illinois, T. B. o. T. o. t. U. o. (1995). Virtual Reality: History. Illinois, U.S.A. Isdale, J., C. Hand, et al. (1998). What Is Virtual Reality? A Web-Based Introduction. Virtual Reality Information Resources Kommers, P. A. M. and Z. Zhiming Virtual Reality for Education. Rheingold, H. (1991). Virtual Reality. New York, U.S.A., Touchstone. 2004. Riva, G. (1999). "Virtual reality as communication tool: A socio-cognitive analysis." Presence: Teleoperators and Virtual Environments(8(4)): 462-468. Riva, G. (2001). "Virtual Reality as communication tool: a socio-cognitive analysis." Communications Through Virtual Technology: Identity Community and Technology in the Internet Age.: 10. Rößler, A. and H.-J. Bullinger (1995.). Virtual Reality as a Focal Point between New Media and Telecommunication. Stuttgart, Germany.: 10. Tate, S. (1996). Virtual Reality: A Historical Perspective. Versweyveld, L. (1999). The use of Virtual Reality as an advanced communication tool in therapy. Verbania. 2004. Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 2 of 9
  • 4. What is Virtual Reality? • Also known by its acronym “VR”. • Some define it as a “collection of technologies” [Isdale, Jerry, “What is Virtual Reality? A Web-Based Introduction”, page 2] like the head-mounted display, data glove, and multimedia. • Computer-generated artificial environment. • Which is also known as a “virtual environment” or VE. • Commonly used in games and engineering. • Recently, VRML. Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 3 of 9
  • 5. History of Virtual Reality • Conceptualised by cinematographer Morton Heilig in the early 1960s. • Normal movies/pictures fill 18% of spectators’ vision, Heilig wanted to change that by filling all 100% of it. • No financial support for him, so he created this “This virtual workstation utilized 3-D video, obtained with three 35 mm cameras mounted on the cameraman. The setup included stereo sound, integrated with the full 3-D camera views. The viewer could ride a motorcycle while sensing the wind, simulated by a fan, and even potholes in the road. The machine was crude, but it opened the door for a multitude of ideas - a whole new world not yet discovered.” [Scott Tate, “Virtual Reality: A Historical Perspective”] [Scott Tate, “Virtual Reality: A Historical Perspective”] • Finally, Ivan Sutherland of the University of Utah in the United States further developed virtual reality in 1965. • Initially experimented with three-dimensional displays. • A system to surround viewers was developed, which became adopted by the US Government for their space (Apollo) and military programmes (flight simulators). • Where it is mainly used now, other than computer games. Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 4 of 9
  • 6. Virtual Reality As A Communication Tool • Why? Text-based seems boring and plain. This would bring an ultimate experience! • Allows natural interaction. • May incorporate sensation, enabling users to feel each other or the objects around. • Example of one possible successful venture = There.Com (whose screenshots are below) • More screenshots: http://www.thereuniverse.com/screenshots.shtml (Well, I couldn’t get those here as they are really large in dimension) Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 5 of 9
  • 7. Interesting points to note •There is the digital divide. •Internet connection speeds and infrastructure. •Generally, loading times of these stuff is so SLOW! (But if we follow Moore’s Law of computing power, technology would surely catch up) •Resources needed to upgrade the technology (BILLIONS OF $$$!). •Health issues. •Security and privacy. Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 6 of 9
  • 8. Implications of virtual reality. •Uncomfortable headset. •Putting on any headset, there is ease of crime committed to the wearer. •“Immersion rooms” take up a lot of space and cost lots of money. •Especially the older generation, many are unwilling to learn. •Internet connections? [Scott Tate, “Virtual Reality: A Historical Perspective”] Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 7 of 9
  • 9. Conclusion •Virtual reality might only be for the younger generation. •Interesting and exciting field. •Security and privacy. •Health issues still. •Nothing beats real-life! Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 8 of 9
  • 10. Questions? The end. http://nicdotnet.tk Copyright © 2004 Nicolas Zhen-Wei Yip. [ID Number: 19253419] Made For Course: MMS 5950 The Multimedia Industry, Semester Two (2) of 2004. http://nicdotnet.tk Slide Number 9 of 9