virtual reality seminar ppt with awesome automatic animations

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VIRTUAL REALITY SEMINAR 1 Presented By- Himanshu Beniwal B.Tech 3 rd Sem ‘CSE Roll no.- 17

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Page 1: VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS

VIRTUAL REALITY

SEMINAR 1

Presented By-Himanshu BeniwalB.Tech 3rd Sem ‘CSERoll no.- 17

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Introduction History Types of VIRTUAL REALITY Technologies of VIRTUAL REALITY Architecture Applications Current Problems and Future Work Conclusion References

Contents

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Virtual Reality (VR) is the illusion of a Three-Dimensional, Interactive, Computer-Generated Reality, where Sight, Sound, and sometimes even Touch are simulated to create Pictures, Sounds, and Objects that actually seem real.

Introduction What is VR?

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VR is able to immerse you in a Computer-Generated World of your own making: Room, City, The interior of Human body. With VR, you can explore any Uncharted Territory of the Human Imagination.

Introduction Why VR?

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5History of VR :-

In 1950s, flight simulators were built by US Air Force to train student pilots.

In 1965, a research program for computer graphics called “The Ultimate Display” was laid out.

In 1988, commercial development of VR began.

In 1991, first commercial entertainment VR system "Virtuality" was released.

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6Types of Virtual Reality

Immersive VR :-Completely immerse the user's personal viewpoint inside the Virtual 3D- World.

The user has No Visual Contact with the physical world.

Often equipped with a Head Mounted Display (HMD).

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Window on World (WOW):- Also known as Desktop VR. Use of a Monitor to display

the visual world.

Does Not require Special Hardware.

Low Cost , Low Performance,

Less Immersion.

Types of Virtual Reality

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8Types of Virtual Reality

Telepresence :- Real-time Telepresence- Interaction are Reflected to some real World objects. Delayed Telepresence

Interactions are Recorded, and later Operations are applied to the real-world object.

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9Types of Virtual Reality

Augmented Reality :- The seamless merging of Real

space and Virtual space. Integrating the Computer-

Generated Virtual objects into the Physical world which become in a sense an equal part of our natural environment.

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Binocular Omni-Orientation Monitor (BOOM) :-

Technologies of Virtual Reality

3-D Display device suspended from a weighted boom that can move freely.

Head-coupled stereoscopic display device.

Convenient to use. Fast and accurate built-in

tracking.

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11Technologies of Virtual Reality

Head Mounted Display(HMD) :- A Helmet or a Face mask

providing the visual and auditory displays.

Use LCD to display stereo images.

May include built-in Head-tracker and Stereo headphones.

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12Technologies of Virtual Reality

Cave Automatic Virtual Environment (CAVE) :-

Provides the illusion of Immersion by projecting Stereo images on the walls and floor of a room-sized cube.

A Head tracking system continuously adjust the stereo projection to the current position of the Leading Viewer.

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13Technologies of Virtual Reality

Vizard Virtual Reality

Virtual Reality Studio

Sense8 World Tool Kit

Multiverse

Software's :-

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InputProcessor

RenderingProcessor

SimulationProcessor

visual, auditory, haptic, touch…

Position &Orientation

Architecture of Virtual Reality

Position and angle is Integrated with Virtual

world by Computer Software

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15Applications :- Entertainment and

Movies :- 360-Degree cameras or VR cameras, that have the ability to record in all directions.

VR cameras are used to create images and videos that can be viewed in VR.

The experience allows users to interact with the characters and worlds.

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16Applications :- Biological :-

Practice performing surgery.

Perform surgery on a remote patient.

Teach new skills in a safe, controlled environment

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17Applications :- GAMES :-

The use of graphics, sound and input technology in Video games can be incorporated into VR.

The VR Technology gives feedback through visual, auditory, haptic and other sensory systems.

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18Applications :- Education and

Training :- Provide learners with a Virtual Environment where they can develop their skills without the real-world consequences of failing. 

The fully Immersive training environment allows to train through a wide variety of Terrains, situations and scenarios..

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19Current Problems and Future Work :- Motion sickness / Simulator sickness Low-Accuracy Expensive Bit lack of integration between application

packages.

Cost-saving High-level contact between participants in VR. High-Accuracy system

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20Conclusion :- Visualization of complicated, large

data is helpful for understanding and analysis.

VR offers us a new way to interact with computer and real life.

VR enables us to experience the virtual world that is impossible in real world.

VR is changing our life, eventually VR will increasingly become a part of our life.

The Best of VR is Yet to Come . . .

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Thank You