virtualrealityism

10
VIRTUAL REALITY By, Anand Akshay Enrollment No- 14BSP0167

Upload: darshana-shasthri-nakandala

Post on 29-Jan-2016

13 views

Category:

Documents


0 download

DESCRIPTION

vertual

TRANSCRIPT

Page 1: Virtualrealityism

VIRTUAL REALITY

By, Anand Akshay

Enrollment No- 14BSP0167

Page 2: Virtualrealityism

INTRODUCTION

Virtual reality is a form of technology which creates computer generated worlds or immersive environments which people can explore and in many cases, interact with.

Virtual reality (VR), sometimes referred to as immersive multimedia, is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. Virtual reality could recreate sensory experiences, including virtual taste, sight, smell, sound, touch, etc.

Page 3: Virtualrealityism

HISTORY1965 • Ivan Sutherland

• The beginning of VR.

1982 •Bonnie Mac bird•The First Computer – Generated Movie

1983 •Myron Krueger•First Virtual Environment

1987 • Michael piller• Idea of Immersive VR.

1995 • Silicon Graphics• VR modeling Language

1999 • Larry and Andy• VR movie grosses $750M worldwide.

2004 • Facebook purchases a company that makes virtual reality headsets, Oculus VR, for $2 billion.

Page 4: Virtualrealityism

IMPACT There has been an increase in interest in the potential

social impact of new technologies, such as virtual reality. Bailenson review the literature on the psychology and sociology behind life in virtual reality

Virtual reality will be integrated into daily life and activity, and will be used in various human ways. Another such speculation has been written up on how to reach ultimate happiness via virtual reality.

Techniques will be developed to influence human behaviour, interpersonal communication, and cognition.

As we spend more and more time in virtual space, there will be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.

Page 5: Virtualrealityism
Page 6: Virtualrealityism

Uses of Virtual Realiity

Virtual Reality in Military

Virtual Reality in Sports

Virtual Reality in Education

Virtual Reality in Medical

Virtual Reality in Business

Virtual Reality in Media

Page 7: Virtualrealityism

DEVICES USED FOR VIRTUAL REALITY

Head Mounted Display

Cyber grasp

Binocular Omni-Orientation Monitor

Cave Automatic Virtual Environment

Page 8: Virtualrealityism

IMPLEMANTATION To develop a real time virtual environment, a

computer graphics library can be used as embedded resource coupled with a common programming language, such as C++, Perl,Java, or Python. Some of the most popular computer graphic libraries are OpenGL, Direct3D, Java 3D, and VRML.

Urban design 3D virtual reality is becoming widely used for

urban regeneration and planning and transport projects. In 2007 development began on a virtual reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans.

Page 9: Virtualrealityism

Manufacturing Virtual reality can serve to new product design,

helping as an ancillary tool for engineering in manufacturing processes, new product prototypes, and simulation. Among other examples, electronic design automation, CAD, Finite Element Analysis, and computer-aided manufacturing are widely utilized programs. The use of Stereo lithography and 3D printing shows how computer graphic modelling can be applied to create physical parts of real objects used in naval, aerospace, and automotive industries, which can be seen, for example, in the VR laboratory of  VW in Mladá Boleslav.

Page 10: Virtualrealityism

CONCERNS & CHALLENGES Virtual reality technology faces a number of

challenges, most of which involve technical matters and Simulation sickness due to virtual reality . Users might become disoriented in a purely 'virtual' environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the 'real' environment might prove dangerous without 'external' sensory information.