2. WHAT IS VIRTUAL REALITY
Virtual reality or virtual
realities (VR), which can be
referred to as immersive
multimedia or computer-
simulated reality, replicates an
environment that simulates a
physical presence in places in
the real world or an imagined
world, allowing the user to
interact in that world. Virtual
realities artificially create
sensory experiences, which can
include sight, touch, hearing,
and smell.
3. DEVELOPMENT
• VR came about as an idea from a cinematographer named Morton Heilig in 1960
• Ivan Sutherland continued when Heilig ran out of money.
• Military liked Sutherland’s idea and helped him develop it. (around 1966)
• NASA really liked it, poured in tons of money. (late 60’s / early 70’s)
• By the 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field.
Lanier had founded the company VPL Research in 1985. In 2010, Palmer Luckey, who later went on to
found Oculus VR, designed the first prototype of the Oculus Rift.
• On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2
billion. Sony announces Project Morpheus (its code name for PlayStation VR), a virtual reality headset for
the PlayStation 4. Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones.
• In July 2015, OnePlus became the first company to launch a product using virtual reality. They used VR as the
platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play
Store, then on YouTube
4. WHATS SO UNIQUE ?
Wearable tech make you think you're standing on Mars when you're actually
about to bump into the kitchen counter.
Total immersion is what everyone
making a VR headset, game or app is
aiming towards - making the virtual
reality experience so real that we
forget the computer, headgear and
accessories and act exactly as we
would in the real world.
Like Earphones control you audio sense, VR headsets control the vision - immersion is the
best part
5. 2 TYPES YOU COME ACROSS - HMD
ACCESSORY ON SMARTPHONE
• GOOGLE CARDBOARD
• SAMSUNG GEAR VR
STANDAONE
• OCULUS RIFT
• HTC VIVE
6. CATEGORIES OF VR
• HMD – Integrated: A virtual reality head-mounted display with the screen integrated into the unit. This segment (obviously)
includes Oculus VR, as well as companies such as VRelia, Gameface Labs,Avegant, Sony and ANTVR.
• HMD – With Mobile Device: A virtual reality head-mounted display using a third-party mobile device as the screen.
Companies in this segment include Durovis, Seebright, Altergaze, Vrizzmo and Samsung.
• Controller – Hand Device / Glove / Body Unit: An input device using hands and/or body movement for tracking via
sensors. PrioVR, STEM, Control VR and Leap Motion are all included in this element of the market.
• Controller – Treadmill / Foot Control: An input device that tracks leg/foot movements. In this category we include Virtuix
Omni, InfinAdeck, the Cyberith Virtualizer and Stompz.
• Controller – Haptics: An input device for hands and body that also provides tactile feedback by force or vibration. The KOR-FX
Gaming Vest, iMotion and the Reactive Grip are three of the products included here.
• 3D Camera: A video or image recording device that captures 3D stereoscopic views. Jaunt, Giroptic and Matterport are within
this grouping.
• End-to-End Platform: A company that provides HMD systems coupled with input devices and motion capture. This category
brings together companies that are creating VR experiences encompassing HMDs, input devices, games and other
elements. Survios and VRCade are two examples.
• Misc: Products not fitting into other categories. We’ll keep a close eye on this category to see if it’s worth keeping, but in the
meantime we’ve allocated Petal, a VR fan into it.
7. THE BASICS OF WORKING
HEAD TRACKING
Head tracking means that when
you wear a VR headset, the
picture in front of you shifts as
you look up, down and side to
side or angle your head. A
system called 6DoF (six degrees
of freedom) plots your head in
terms of your x, y and z axis to
measure head movements
forward and backwards, side to
side and shoulder to shoulder,
otherwise known as pitch, yaw
and roll.
MOTION TRACKING
But the big VR players are still
working out motion tracking.
When you look down with a VR
headset on the first thing you
want to do is see your hands in
a virtual space.
Leap Motion accessory - which
uses an infrared sensor to track
hand movements - strapped to
the front of Oculus dev kits.
We've also tried a few
experiments with Kinect 2
cameras tracking our flailing
bodies. But now we have
exciting input options from
Oculus, Valve and Sony.
HEAD TRACKING
An infrared sensor monitor's
your eyes inside the headset so
FOVE knows where your eyes
are looking in virtual reality. The
main advantage of this - apart
from allowing in-game
characters to more precisely
react to where you're looking -
is to make depth of field more
realistic.
The main advantage of this -
apart from allowing in-game
characters to more precisely
react to where you're looking -
is to make depth of field more
realistic.
8. ARCHITECTURE OF A 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
9. 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.
ARCHITECTURE- COMPONENTS
10. ARCHITECTURE- COMPONENTS
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.
11. ARCHITECTURE- COMPONENTS
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.
13. Cybersickness / simulator sickness
Low-fidelity
Expensive
Lack of integration between application packages
High-fidelity system
Cost-saving
Collaborative
High-level contact between participants in distributed VR
PROBLEMS
FUTURE WORK