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การแสดงข้อมูลสารสนเทศบนความจริงเสมือน
Information
Virtual Reality
In development by
Name Surname
530700xx
Name Surname
530700xx
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Outline
Introductions
Objectives
Technologies
Principles
Results
Conclusions
Introduction
Single Screen Works well!
Multiple Screen Works well too,
but very expensive :(
$
Introduction
Single Screen Works well!
Multiple Screen Works well too,
but very expensive :(
$$$
Objectives
Many screen without additional cost
Privacy
$$
Technology
LeapMotion
Use to detect hand gesture
and send data to the driver
to use with software that it
connected to
Technology
Oculus Rift
Virtual Reality Goggles
that have sensor on it.
It can detect row, pitch
and yaw of your head
then send data trought
USB line
Technology
Unity3d
Powerful 3D Game
Engine. Usually
intregrate with Oculus
Rift and LeapMotion. It
has many and good
documents.
C#
Script language
that usually use with
Unity3D. It’s reliable and
as good as fast.
Principles
Principles
Connect to Computer’s HDMI
and USB ports
Principles
Connect to Computer’s USB
port
Principles
Runs our Software
that develop by Unity3D
and Leap Motion drivers
Use keyboard and
mouse or touchpad
if necessary
Principles Sphere with invert
normal vector (Normal
vector facing to camera)
Windows that always
facing to camera. User
can move it in 3D space
Camera that user can
rotate (row, pitch, yaw)
with they head (where
user are looking is where
camera is facing)
Cannot move can
only rotate around
Modeling with
Blender
Principles Sphere with invert
normal vector (Normal
vector facing to camera)
Windows that always
facing to camera. User
can move it in 3D space
Camera that user can
rotate (row, pitch, yaw)
with they head (where
user are looking is where
camera is facing)
Cannot move can
only rotate around
Modeling with
Blender
Principles Sphere with invert
normal vector (Normal
vector facing to camera)
Windows that always
facing to camera. User
can move it in 3D space
Camera that user can
rotate (row, pitch, yaw)
with they head (where
user are looking is where
camera is facing)
Cannot move can
only rotate around
Modeling with
Blender
Principles Sphere with invert
normal vector (Normal
vector facing to camera)
Windows that always
facing to camera. User
can move it in 3D space
Camera that user can
rotate (row, pitch, yaw)
with they head (where
user are looking is where
camera is facing)
Cannot move can
only rotate around
Modeling with
Blender
Results
Conclusions
Be able to connect all of components
Some functions have done well
f(x)
Need to Improve, gets more requirements

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[Project1] Information Virtual Reality [Exam]