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A Presentation On

Virtual Reality
BY

SANJAY B DOLARE (162110006)


ANKITA R BHAVSAR (162111015)
UNDER THE GUIDENCE OF
Dr. A.S.RAO
VIRTUAL REALITY
Virtual Reality
can be defined as
a computer generated,
interactive,
3D environment in which a person is immersed
clothing and equipment worn by people who engage in
virtual reality.
Virtual reality glasses or goggles
Data gloves
Head mounted displays (HMD)
Data suits
Workbenches
Joysticks
This also includes haptic devices which enable the user to
feel a sense of touch when they manipulate an object
within a virtual environment.
The headset set-up is being used by usually requires three
things.
A PC

Console or Smartphone to run the program (game , app ,etc)

Headset which secures a display in front of your eyes (which


could be the phone's display) and some kind of input - head
tracking, controllers, hand tracking, voice, on-device buttons or
trackpads

The goal of the hardware :

To create what appears to be a life size,

3D virtual environment without the boundaries we usually


associate with TV or computer screens.
Sensors
Sensors collect the information from the BODY MOVEMENTS

Depth of Information:
Quantity and Quality of data in the signal received when user
interacts with the environment

Breadth of information
Number of Sensors present and receiving signals simultaneously

Types of sensors used:


Time sensors
Visibility sensors
Collision sensors
Touch sensors
Proximity sensors
The controller (PC)
receives the signals

decodes them

send necessary instructions to the output screen

And all this happens in a few micro fractions of a sec(or even less
than that) to make the experience
EFFORTLESS
On the Screen You will see
Thousands of pictures displayed one after the other
so that the experience is the Surrounding Environment is interacting
with you
To create the sensation of the environment separate
Rendering processes are used:

Visual Rendering
-Related to computer graphics and
animation
-sub processes create the visual frames
-Description of the World ,Objects ,lightings
in the world
-Geometries of WORLD Co-ordinate systems
are transformed into EYE co-ordinate system.

Audio Rendering
-Produces monosterio or 3D audio
-head-related transfer function (HRTF)isused

Haptic Rendering
-haptic is the generation of touch and force
VR Technologies
VR Application
Positive Points About VR
Negative Points About VR
Challenges & Future Possibilities
VR TECHNOLOGIES

CAVE
POWER WALL
DATA GLOVE
DATA SUIT
TELEPRSENSE
HAPTIC ENTERFACE & TACTILE FEEDBACK
CAVE
Cave Automatic Virtual
Environment
Surround-screen, surround-
sound, projection-based VR
system.
Illusion of immersion is created
by projecting 3D computer
graphics into a cube composed
of display screens that
completely surround viewer.
coupled with head and hand
tracking systems.
Sound system provides audio
feedback. Sensors within the
room track the viewer's
position to align the
perspective correctly.
Viewer explores virtual world by
moving around inside cube and
DATA GLOVES

The Data Glove consists of a


lightweight nylon glove with
optical sensors mounted along
the fingers which accurately
and repeatedly measure the
position and movement of the
fingers and wrist.

Data gloves are commonly


used invirtual
realityenvironments where the
user sees an image of the data
glove and can manipulate the
movements of the virtual
environment using the glove.
TELEPRESENSE & TELEOPERTING
Telepresence is variation to
visualize complete computer
generated world.
This is a technology which
links the remote sensors with
the senses of human operator
in real world.
Fire fighters uses remote
controlled vehicles to operate
some dangerous conditions.
This vehicles are equipped
with Telepresence systems.
Hapticinterfacesandtactilefeedback
Haptic feedback interface
enables user to actually "touch"
computer-generated objects and
experience force feedback via
the human hand. The
CyberGrasp is a lightweight,
unencumbering force-reflecting
exoskeleton that fits over a
CyberGlove and adds resistive CyberGrasp
force feedback to each finger.
With the CyberGrasp force
feedback system, users are able
to explore the physical
properties of computer-
generated 3D objects they
manipulate in a simulated 'virtual
world.'
APPLICATION:
VIRTUAL EALITY IN MILITARY TRAINING
Virtual reality environments
have been used for training
simulators.
Examples include flight
simulators, battlefield
simulators for
soldiers,paratrooping.
MILITARY
United states uses VR as
flight simulator to train
pilots.
With VR training huge
saving of fuel, electricity,
wear & tear could be
effected.
lots.
With VR training huge
saving of fuel, electricity,
wear & tear could be
MEDICAL

Healthcare is one of the biggest


adopters of virtual reality which
encompasses surgery simulation,
phobia treatment, robotic surgery
and skills training.
VR finds its application in nursing,
dentistry, health issues for the
disabled
VIRTUAL REALITY IN GAMES
VIRTUAL REALITY IN MOVIES

Until the End of the World


Johnny Mnemonic
The Matrix
Star Wars
Terminator
Jurassic Park
Engineering and Design:

VR is widely used in engineering


and designing process.
It gives better understanding of
the design and facilitates changes
wherever necessary
It helps to reduce the time and
cost factor.
Examples: Building construction,
car designing.
POSITIVE POINTS
Training
Risk-free experience
Experiencing things you wouldnt normally be able to experience
Entertainment; fun, artistic expression
Telepresence applications
NEGATIVE POINTS
Disengagement with real world
VR replacing reality
People preferring VR to reality
Addiction
Difficulty of distinguishing between virtual and real, false realities
represented in VR
Psychological damage; identity problems
Possible impacts on real body
CHALLENGES
Virtual reality has been heavily
criticized for being n inefficient
method for navigating Non-
geographical information.
Another obstacle is the headaches
due to eye strain.
RSI can also Result from repeated
use of the handset gloves.
FUTURE POSSIBILITIES
Science fiction literature and film have explored a
range of futuristic VR technologies and the experiential
opportunities they may offer.
Virtual experience and virtual identities via memory
implants .
Recording and sharing experiences.
Games scenarios.
Use of VR for deception and control

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