This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
2. Preface:
1. Virtual Reality
2. History
3. Types Of Virtual Reality
4. Immersed Virtual Reality
5. Non Immersed Virtual Reality
6. Semi Immersed Virtual Reality
7. Virtual Reality Hardware
8. Working of VR
9. Application of Virtual reality
10. Summary
3. Definition
• What is Virtual Reality?
• Virtual Reality refers to a high-end user interface
that involves real-time simulation and interactions
through multiple sensorial channels. Virtual Reality
is often used to describe a wide variety of
applications, commonly associated with its
immersive, highly visual, 3D environments. The
development of CAD software, graphics hardware
acceleration, head mounted displays, database
gloves and miniaturization have helped popularize
the concept.
5. Brief History
Cinerama Widescreen film format (originally called vitarama) invented in 1939 by Fred
Waller and Ralph Walker. This system was used by The Army Air Corps during WWII for
anti aircraft training.
In 1950s, Flight simulators were built by the US Air Force to train student pilots.
• Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained
Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air.
One could see, hear, feel motion and smell during the simulation.
• In 1965, Ivan Sutherland led a research program for computer graphics and developed a
VR system called “The Ultimate Display”. This was a virtual environment seen through an
HMD (head-mounted display). Users could manipulate objects in a realistic way.
In 1988, commercial development of VR began.
• In 1991, first commercial entertainment VR system "Virtuality" was released.
• In 1992 a method of the showing and testing of scientific visualizations called the CAVE
was created.
6. Types of virtual Reality
These are following type of
Virtual Reality
Semi Immersed
Immerse
Non Immerse
7. Immerse Virtual Reality
Immersion into Virtual Reality is a
perception of being physically
present in a non-physical world.
Uses: Training and rehearsal
simulations, Education for Child;
Completely involve the Users
personal viewpoint in the
world like a person
experiencing cave scene.
9. Non Immerse Virtual Reality
Least immersive implementation
Of Virtual Reality.
Viewed Through a portal/windows By
utilising a standard high resolution.
No extra hardware require the highest
level of graphics performance.
Little Use,
10. Semi Immerse(Mixed) Virtual Reality
Neither fully Immerse Nor Non-
immerse.
A fighter pilot can see computer
generated maps and scenes data
displays n there fancy HMD that
is Helmet Visor or cockpit
displays.
Require:
A Large screen monitor
A large screen projector system
Multiple television projection
system
12. Applications
• Movies - Virtual reality is applied in 3-D movies to try and
immerse the viewer into the movie and/or virtual setting and
environments.
• Video Games - Virtual reality is evident in video games. Now you
can physically interact with a game by using your body and
motions to control characters and other elements of the game
that years ago people would only imagine.
• Education and training – Training and education is done through
virtual reality because it can prepare you for many dangerous
jobs and put the worker in real scenarios without the risk of
them being hurt. Doing this enables them to fully train and
educate themselves in almost any situation possible so that
they’re ready and well equipped for the job. Virtual reality can
give them the experience they need without actually putting
them or others in danger.
13. Types of VR Technology's
Project Natal
Its a new piece of technology that is under going
development now for the Xbox 360. Project Natal proposes
a new way of interacting with games, and indeed with
computer systems in general. They propose that there
system will not require any keyboards or controller. It will
function by the use of the user's voice and motions as the
method for interacting with the system.
14. Cave Automatic Virtual Environment
• The term “CAVE" refers to any virtual reality system that
uses multiple walls with multiple projectors to immerse
users in a virtual world. The CAVE is used for visualizing
data, demonstrating 3D environments, and virtually
testing component parts of newly developed engineering
projects.
15. The Nintendo Wii
• The controller is basically a simplified version of the
"virtual reality glove." Both the Wiimote and the Wii Fit
offer users another way of interacting with their virtual
environment without having to wear any bulky
equipment.
17. Virtual Reality System Hardware
The major components of the
hardware are the VR engine or
computer system, input devices and
output devices shown in fig. 2
below.
18. Future of Virtual Reality
Conclusion
• The future of virtual reality is hard to predict but
one thing’s for sure the world of entertainment is
going to see a lot more of it. Virtual reality is
starting to evolve into video games and movies. The
Nintendo Wii and Project Natal are great examples
because the user is performing physical movements
to interact with the game. Also many more 3-D
movies are being made and maybe in the near
future they will all become more immersive than
the “Experience in Rome” movie. Only time will tell.
19. References
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Applications: Foundations of Effective Design, Morgan Kaufmann Publishers,
Burlington, 2009
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Publishing House of Electronics Industry Beijing, 2015.
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Beijing, 2013.
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Information on http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html
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Electrical Safety and
• Design in the Built Environment, Paper 17, 2010. Information on
http://arrow.dit.ie/engscheleart2/17
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University of Posts and Telecommunication Press, Beijing 2011
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