Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Virtual Reality World

Download as pdf or txt
Download as pdf or txt
You are on page 1of 21

Welcome to the world

of Virtual Reality
Virtual Reality
1. Introduction to Virtual Reality 2. Types of Virtual Reality 3. Hardware
- Definition of virtual reality - Non-immersive - Headsets
- Brief history of VR technology - Semi-immersive - Input devices
- Fully immersive - Computers

4. Software 5. Entertainment Industry 2. Applications in Education


- MeetinVR - VR gaming experiences - Virtual classrooms
- Google VR, - Virtual concerts and events - Interactive simulations
- SteamVR, - Cinematic storytelling - Field trips to historical sites

6. VR in Architecture and Design 7. Virtual Reality Hardware 3. Healthcare Applications


- Virtual walkthroughs - VR headsets (Oculus Rift, HTC Vive, etc.) - Surgical training simulations
- 3D modeling and visualization - Controllers and peripherals - Pain management therapies
- Client presentations - Motion tracking systems - Phobia treatment

8. VR Content Creation Process 9. Case Studies: Training Simulations


- Conceptualization - Boeing's VR aircraft maintenance
- Development training
- Testing and iteration - Medical surgery simulations
Introduction to Virtual Reality

Virtual reality (VR) refers to a


computer-generated simulation
of an environment that can be
interacted with and experienced
by an individual through sensory
stimuli provided by a computer.
In simpler terms, it's a
technology that immerses users
into a completely synthetic
environment, usually via a
headset or goggles.
History of VR Technology
Cinematographer Morton Heilig created Sensorama, the first VR machine (patented in
1962). It was a large booth that could fit up to four people at a time. It combined multiple
technologies to stimulate all of the senses: there was a combined full color 3D video, audio,
vibrations, smell and atmospheric effects, such as wind.

This was done using scent producers, a vibrating chair, stereo speakers and a stereoscopic
3D screen. Heilig thought that the Sensorama was the “cinema of the future” and he
wanted to fully immerse people in their films. Six short films were developed for it.

1957, Sensorama VR machine

Sutherland, with his student Bob Sproul, created the first virtual reality HMD,
named The Sword of Damocles. This head-mount connected to a computer rather
than a camera and was quite primitive as it could only show simple virtual wire-
frame shapes.
These 3D models changed perspective when the user moved their head due to the
tracking system. It was never developed beyond a lab project because it was too
heavy for users to comfortably wear; they had to be strapped in because it was
1968, suspended from the ceiling.
Types of Virtual Reality

Non-immersive Semi-immersive Fully immersive

Non-immersive virtual reality Semi-immersive VR keeps you Of the three types of virtual
refers to a virtual experience connected to your physical reality, fully immersive
through a computer where surroundings while immersing you simulations give you the most
you can control some in a virtual environment. It means realistic virtual experience as
characters or activities within that you can walk around in a it gives you a complete
the software, but the virtual environment using a perception of existing in
environment is not directly computer screen or VR glasses, but another world, it’s as if
interacting with you there are no physical sensations to everything happening to you
enhance the experience. is real.
Immersive
Immersive virtual reality (IVR) is a technology
that creates an artificial environment that
makes users feel like they've stepped into a
synthetic world. The environment is designed
to be convincing enough that the user can
suspend disbelief and fully engage with it. IVR
uses a computer and a display, such as a
projection screen or computer screen, to block
out the physical world and place users in
personal scenarios.
Non-Immersive
Non-immersive virtual reality (VR) is a type of
VR that is accessed through a computer
screen, such as a smartphone, and allows
users to control some characters or activities
within the experience. The virtual
environment does not directly interact with
the user. Non-immersive VR systems use a
computer or video game console, display, and
input devices like keyboards, mice, and
controllers. Video games are a great example
of a non-immersive VR experience.
Fully immersive
Fully immersive virtual reality (VR) is the most
advanced type of VR that uses specialized
hardware to create a complete sensory
experience. Users wear a headset with built-in
or external sensors that track their
movements through physical space. This type
of VR completely isolates users from their
physical surroundings

Fully immersive VR is often used for gaming


and entertainment. It typically provides a
realistic 3D experience through headsets and
sometimes haptic feedback devices.
Hardware
Headsets
The most important VR hardware, headsets cover the user's eyes and
display images that match their head movements. Some popular
headsets include Oculus Quest 2, HTC Vivi, and PlayStation VR. When
choosing a headset, consider your budget, preferences, and compatibility
with other devices.

Input devices
These include controllers and gloves that allow users to interact
with the virtual world.

Computers
VR requires a computer with high graphical and computational power to
generate high-definition images in a simulated 360-degree environment
Software
Virtual reality (VR) software creates a 3D environment that allows users to
interact with the virtual world. VR software can be used for many
applications, including flight simulation, interactive training, and
gaming. Some of the top VR software include:

• MeetinVR
• Google VR,
• SteamVR,
• Firefox Reality,
• Cluster,
• VR Maker by iStaging,
• Autodesk Platform Services,
• Mozilla Hubs,
• Sketchfab.
How VR is made ?
Virtual reality (VR) is a simulated 3D environment
that uses computer hardware and software to create a
virtual world that looks realistic to the user. The
hardware typically includes:

• Unity
• Unreal Engine
• Ceyengine
• Blender
• ARToolKit
• EasyAR
• SketchBoxSketchUp Studio
• ARCore
• ARKit
• StellarX
• SynergyXR
• Wikitude
• Autodesk AEC Collection
Entertainment

Virtual reality in entertainment is one of the most


exciting areas of metaverse-related development.
It can instantly transport you to some of the
world’s most notable events. And VR can even
bring people’s imagination to life. But make no
mistake, the futuristic promise of VR
entertainment is a modern-day reality. And you’re
about to see some of its best examples.
Gaming
VR gaming is one of the most popular
applications. Players can fully immerse
themselves in virtual worlds, interacting with
the environment and other players in a way
that traditional gaming cannot offer.
Movies and Immersive
Experiences
VR gaming is one of the most popular
applications. Players can fully immerse
themselves in virtual worlds, interacting with
the environment and other players in a way
that traditional gaming cannot offer.
Theme Park Attractions
Theme parks have started incorporating VR
into their rides and attractions to offer visitors
unique experiences. VR roller coasters, for
example, can transport riders to fantastical
worlds while they ride.
Virtual Concerts and Events
VR technology enables people to attend
concerts, festivals, and events virtually. Users
can experience the energy of a live
performance from the comfort of their own
homes
Virtual Museums and Exhibits
Museums and art galleries are increasingly
using VR to create immersive exhibitions.
Visitors can explore artwork and artifacts in
detail, often with additional interactive
features and educational content.
Fitness and Exercise
VR can make exercise more engaging by
gamifying workouts and providing immersive
environments for activities like boxing,
dancing, or even virtual hiking.
Social VR Platforms
Social VR platforms allow users to interact
with others in virtual spaces, whether for
casual hangouts, virtual meetings, or
collaborative activities. These platforms can
provide a sense of presence and connection,
especially for people who are physically
distant.
Healthcare
Surgery :- Virtual Reality in Surgery :-

Used for surgery planning, medical training, etc., VR The worldwide market of virtual reality in healthcare
solutions help surgeons by generating three- has reached $628 million in 2022. It is forecasted to
dimensional images of anatomical structures and grow to $6.2 billion in 2029 at a CAGR of 38.7%. The
providing them with tools to simulate a surgery in a safe surgery field is one of the fastest VR adopters due to the
environment. Research finds that VR solutions tend need for more efficient training of students and
to improve surgery outcomes and patient safety. residents.

VR for Stroke Rehabilitation


VR for Pain Management
VR for Rehabilitation
VR for Physical Therapy
Education and training
Virtual reality (VR) can be used in education and training to create an
immersive learning experience that can help students retain knowledge
and improve their critical thinking, collaboration, and innovation skills. VR
can be used in K-12 classrooms, for vocational training, and in higher
education settings. Here are some examples of VR in education:

Training
• Reduce training time: VR training can reduce training time by 40–
60% compared to traditional training methods
• Eliminate travel costs and risk: VR training eliminates the cost and
risk of unnecessary travel
• Improve team decision-making: VR training can improve team
decision-making
• Improve workplace safety: VR training can improve workplace
safety

You might also like