4. Outlines
Introduction to virtual reality
Why we use virtual reality
Types of virtual reality
Applications of virtual reality
Advantages of virtual reality
Side effect of VR
5. What is virtual reality?
Virtual Reality (VR) is the
use of computer
technology to create a
simulated environment.
Unlike traditional user
interfaces, VR places the
user inside an experience.
Instead of viewing a screen
in front of them, users are
immersed and able to
interact with 3D worlds.
6. Why we use virtual reality?
Gaming
Entertainment
training
Business meetings
flight simulators etc
8. Immersive VR
It is basically a feeling of
involvement of the user in the
Virtual environment.
User has no visual contact with
physical world
e.g. HMD used not only in
gaming, military medical and
engineering etc
9.
10. Head mounted Display
A head-mounted display or helmet mounted display (both
abbreviated to 'HMD') is a display device, worn on the head
or as part of a helmet
11. Augmented Reality
The seamless merging of
real space and virtual
space.
Integrate the computer-
generated virtual objects
into the physical world
which become in a sense
an equal part of our natural
environment
e.g Microsoft halogens
12.
13. Distributed VR
A simulated world runs
on several computers
which are connected
over network and the
people are able to
interact in real time,
sharing the same
virtual world.
17. Motion tracking system
motion tracking system based on magnetic system
attached to the user
Motion of different segment is tracked
These system return position and
orientation of human
18. Cave automatic virtual environment
Projections on all walls floor and ceiling
User wear shutter glasses and 3D view of the world
scenes projected on walls
realistic environment
real controls
20. Who’s the best of the best for VR?
VR is typically achieved through wearable hardware, like
Facebook’s Oculus, The HTC Vive, Samsung Gear VR, or
the Microsoft Hololens.
21. Application of virtual reality
E-Commerce And Business
Training
Military
Engineering and Design
Healthcare
Entertainment
22. E-Commerce And Business:
Virtual reality is being used in a number of ways by the
business community which includes:
Virtual tours of business environment.
Training of a new employees.
A 360 view of a product.
23.
24. Training:
Virtual reality environments have been used for
training simulators.
Example include in flight simulator driving simulators
25. Virtual reality in Military
Virtual reality also used in military training:
Virtual environment used in Army, Navy & Air force.
26.
27. Engineering and Design:
VR is widely used in engineering and designing process
It gives better understanding of the design and facilitate
changing wherever necessary
It helps to reduce time and cost factor.
Example building construction car designing.
28.
29. Healthcare:
Healthcare is one of the biggest adopters of
virtual reality which encompasses surgery
simulation, phobia treatment, robotics surgery
and skills training.
VR find it’s application in nursing, dentistry,
health issue and for the disabled.
30.
31. Entertainment:
The entertainment industry is one of the most enthusiastic
advocates of virtual reality, most noticeably in games and
virtual worlds.
Virtual Museum, e.g. interactive exhibitions
Gaming
Virtual theme parks
32.
33. Virtual reality in education
Education is another area which has adopted virtual
reality for teaching and learning situations.
34. Advantages of VR
Interaction with the environment.
User interface
User can see and even feel the shaped surface.
Flight simulators and games.
Biomedical Engineering the projects mentioned are
use of virtual reality for viewing of X-RAY's and MRI‘s
management.
35. Disadvantages of VR
• It is very costly.
• Low resolution content, large file size.
File Size Video Quality
• Harmful for eyes.
• Bad effects on brain.
38. Future of virtual reality
• Virtual Reality is a growing industry.
• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
• In the past, computing power has doubled approximately every
18 months. If this is the case then we should have a computer
powerful enough to run immersive VR programs in our own
homes by the year 2037.