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Bharadwajsinh
Presented by :
What is VIRTUAL REALITY?
 A virtual environment (VE) is a digital space in which a
user’s movements are tracked and his or her surroundings
rendered, or digitally composed and displayed to the
senses, in accordance with those movements.
Why VR?
 VR is able to immerse you in a computer-generated world
of your own making: a room, a city, the interior of human
body. With VR, you can explore any uncharted territory of
the human imagination.
Types of VR :
 Immersive VR.
 Augmented Reality.
 Through The Window.
 Mirror World or 2nd
Person VR.
What is Immersive VR?
 Immersive virtual reality provides an immediate, first-
person experience. In immersive VR, the user is placed
inside the image; the generated image is assigned
properties which make it look and act real in terms of
visual perception.
What is Augmented Reality?
 A variation of immersive virtual reality is Augmented
Reality.
What is Through The Window VR?
 With this kind of system, the user sees the 3-D world
through the 'window' of the computer screen and
navigates through the space with a control device such as
a mouse.
6
Architecture of VR System
 Input Processor, Simulation Processor,
Rendering Processor and World Database.
Input
Processor
Rendering
Processor
World Database
Simulation
Processor
visual,
auditory,
haptic,
touch…
Position &
Orientation
7
Components of VR System (Cont’d)
 Input Processor
Control the devices used to input information to the
computer. The object is to get the coordinate data to
the rest of the system with minimal lag time.
Keyboard, mouse, 3D position trackers, a voice
recognition system, etc.
8
Components of VR System (Cont’d)
 Simulation Processor
– Core of a VR system.
– Takes the user inputs along with any tasks
programmed into the world and determine
the actions that will take place in the virtual
world.
9
Components of VR System (Cont’d)
 Rendering Processor
– Create the sensations that are output to
the user.
– Separate rendering processes are used for
visual, auditory, haptic and other sensory
systems. Each renderer take a description
of the world stat from the simulation
process or derive it directly from the World
Database for each time step.
Mirror World :
 It is also known as 2nd
Person VR. Mirror Worlds (Projected
Realities) provide a second-person experience in which the
viewer stands outside the imaginary world, but communicates
with characters or objects inside it.
APPLICATIONS:
 There are in general 3 types of VR Applications.
 Perambulation
 Synthetic Experience
 Realization
Perambulation:
 This involves walking or flying sort of thing in the Virtual
world. For example, a person is walking through a
building. Here, the users are mostly interested in
observing aspects not in interactions. Users may focus on
moving objects in the Virtual Environment.
Synthetic Experience:
 These allow participants to safely and cheaply practice
skills which are dangerous as well as expensive in the
real world to develop like perform surgery, learn flying
aircrafts, operate a plant control room etc. A participant
learns how to perform actions by participating them with
the hands.
Realization:
 These allow us to see and graphically manipulate
context dependent data in a 3-D world. VR allows the
participant to reach out in the virtual world and
manipulate data representations e.g. foreign currency,
inventory of items etc, as they are the real objects.
Devices:
 Head-Mounted Display (HMD)
− A Helmet or a face mask providing the visual and
auditory displays.
− Use LCD or CRT to display stereo images.
− May include built-in head-tracker and stereo
headphones
 Binocular Omni-Orientation Monitor (BOOM)
− Head-coupled stereoscopic display device.
− Uses CRT to provide high-resolution display.
− Convenient to use.
− Fast and accurate built-in tracking.
 Cave Automatic Virtual Environment (CAVE)
− Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
− A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
 Data Glove
• Outfitted with sensors on the fingers as well as an
overall position/orientation tracking equipment.
• Enables natural interaction with virtual objects by
hand gesture recognition.
 Control Devices
• Control virtual objects in 3 dimensions.
Other Applications:
 Virtual Reality is also used in Medicine, Manufacturing,
Education Training etc.
 Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled environment.
 Manufacturing
• Easy to modify
• Low cost
• High efficient
 Education & Training
• Driving simulators.
• Flight simulators.
• Ship simulators.
• Tank simulators.
 Weather Simulation :
• TriVis accepts data from meteorological services such
as satellite data, statistically corrected forecast data,
precipitation data and fronts information. Using TriVis to
visualize artificial clouds, meteorologists can predict
weather with increased accuracy. The data gathered and
analyzed by the TriVis system is used by Television
weather reporters to show their audiences storm system.
Advantages :
 Interaction with the environment.
 User interface.
 User can see and even feel the shaped surface under
his/her fingertips.
 Flight simulators and games.
 Biomedical Engineering the projects mentioned are
use of virtual reality for viewing of X-RAY's and MRI‘s.
Disadvantages :
New technologies have also revealed new problems.
VR in medical treatment is going through some
growing pains.
There are limitations with VR devices as well in
regards to usability.
Most troublesome are the side effects it can induce,
like disorientation, dizziness and nausea.
People often find navigating in 3-D spaces and
performing actions in free space extremely difficult.
SUMMARY:
 Visualization of complicated, large data is helpful for
understanding and analysis.
 VR offers us a new way to interact with computer.
 VR enables us to experience the virtual world that is
impossible in real world.
 VR is changing our life, eventually VR will increasingly
become a part of our life.
Thank You!!

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VIRTUAL REALITY

  • 2. What is VIRTUAL REALITY?  A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements. Why VR?  VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 3. Types of VR :  Immersive VR.  Augmented Reality.  Through The Window.  Mirror World or 2nd Person VR.
  • 4. What is Immersive VR?  Immersive virtual reality provides an immediate, first- person experience. In immersive VR, the user is placed inside the image; the generated image is assigned properties which make it look and act real in terms of visual perception.
  • 5. What is Augmented Reality?  A variation of immersive virtual reality is Augmented Reality. What is Through The Window VR?  With this kind of system, the user sees the 3-D world through the 'window' of the computer screen and navigates through the space with a control device such as a mouse.
  • 6. 6 Architecture of VR System  Input Processor, Simulation Processor, Rendering Processor and World Database. Input Processor Rendering Processor World Database Simulation Processor visual, auditory, haptic, touch… Position & Orientation
  • 7. 7 Components of VR System (Cont’d)  Input Processor Control the devices used to input information to the computer. The object is to get the coordinate data to the rest of the system with minimal lag time. Keyboard, mouse, 3D position trackers, a voice recognition system, etc.
  • 8. 8 Components of VR System (Cont’d)  Simulation Processor – Core of a VR system. – Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world.
  • 9. 9 Components of VR System (Cont’d)  Rendering Processor – Create the sensations that are output to the user. – Separate rendering processes are used for visual, auditory, haptic and other sensory systems. Each renderer take a description of the world stat from the simulation process or derive it directly from the World Database for each time step.
  • 10. Mirror World :  It is also known as 2nd Person VR. Mirror Worlds (Projected Realities) provide a second-person experience in which the viewer stands outside the imaginary world, but communicates with characters or objects inside it.
  • 11. APPLICATIONS:  There are in general 3 types of VR Applications.  Perambulation  Synthetic Experience  Realization
  • 12. Perambulation:  This involves walking or flying sort of thing in the Virtual world. For example, a person is walking through a building. Here, the users are mostly interested in observing aspects not in interactions. Users may focus on moving objects in the Virtual Environment.
  • 13. Synthetic Experience:  These allow participants to safely and cheaply practice skills which are dangerous as well as expensive in the real world to develop like perform surgery, learn flying aircrafts, operate a plant control room etc. A participant learns how to perform actions by participating them with the hands.
  • 14. Realization:  These allow us to see and graphically manipulate context dependent data in a 3-D world. VR allows the participant to reach out in the virtual world and manipulate data representations e.g. foreign currency, inventory of items etc, as they are the real objects.
  • 15. Devices:  Head-Mounted Display (HMD) − A Helmet or a face mask providing the visual and auditory displays. − Use LCD or CRT to display stereo images. − May include built-in head-tracker and stereo headphones
  • 16.  Binocular Omni-Orientation Monitor (BOOM) − Head-coupled stereoscopic display device. − Uses CRT to provide high-resolution display. − Convenient to use. − Fast and accurate built-in tracking.
  • 17.  Cave Automatic Virtual Environment (CAVE) − Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. − A head tracking system continuously adjust the stereo projection to the current position of the leading viewer.
  • 18.  Data Glove • Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment. • Enables natural interaction with virtual objects by hand gesture recognition.
  • 19.  Control Devices • Control virtual objects in 3 dimensions.
  • 20. Other Applications:  Virtual Reality is also used in Medicine, Manufacturing, Education Training etc.  Medicine − Practice performing surgery. − Perform surgery on a remote patient. − Teach new skills in a safe, controlled environment.
  • 21.  Manufacturing • Easy to modify • Low cost • High efficient
  • 22.  Education & Training • Driving simulators. • Flight simulators. • Ship simulators. • Tank simulators.
  • 23.  Weather Simulation : • TriVis accepts data from meteorological services such as satellite data, statistically corrected forecast data, precipitation data and fronts information. Using TriVis to visualize artificial clouds, meteorologists can predict weather with increased accuracy. The data gathered and analyzed by the TriVis system is used by Television weather reporters to show their audiences storm system.
  • 24. Advantages :  Interaction with the environment.  User interface.  User can see and even feel the shaped surface under his/her fingertips.  Flight simulators and games.  Biomedical Engineering the projects mentioned are use of virtual reality for viewing of X-RAY's and MRI‘s.
  • 25. Disadvantages : New technologies have also revealed new problems. VR in medical treatment is going through some growing pains. There are limitations with VR devices as well in regards to usability. Most troublesome are the side effects it can induce, like disorientation, dizziness and nausea. People often find navigating in 3-D spaces and performing actions in free space extremely difficult.
  • 26. SUMMARY:  Visualization of complicated, large data is helpful for understanding and analysis.  VR offers us a new way to interact with computer.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life.