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VIRTUAL REALITY

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CONTENTS

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Genesis of Virtual Reality


What is Virtual Reality
Types of Virtual Reality
Devices Used in VR Technology
Technical Aspects of Virtual Reality
Software Used to Support Virtual Reality
Applications
Future Aspects
Conclusion
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GENESIS OF VIRTUAL
REALITY
The term Virtual reality (VR)
was initially coined by Jaron
Lanier, founder of VPL Research
(1989). At that time it was
basically used in flight simulation
to train pilots.
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WHAT IS VIRTUAL REALITY ?


A computer system used to create an
artificial world in which the user has the
impression of being in that world and with
the ability to navigate through the world
and manipulate objects in the world.
It is also known as synthetic environment,
cyberspace, artificial reality, simulators
technology, etc.www.fakengineer.com
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TYPES OF VIRTUAL REALITY


Adventure Games
Window on World System
Projected
Semi-immersive
Immersive
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ADVENTURE GAMES
Textually described virtual
world where the user
perceives the virtual
environment through mental
images based on the words
read(like reading a novel)
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WINDOW ON WORLD
3d virtual environment
graphically displayed on a
desktop computer monitor,
known as desktop VR or
Window on World (WoW)
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PROJECTED
3d environment projected onto a
screen enables a single user to
demonstrate concepts to a group
of people.
A CAVE, where several screen
are used to surround the user
with images, is the most
advanced form of projected VR
in use today.
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SEMI-IMMERSIVE
Advanced flight,ship,and vehicle
simulators are semi-immersive.
The cockpit,bridge or driving
seat is a physical model, where
as the view of the world
outside is computer-generated
(typically projected).
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IMMERSIVE
Environment seen through a
head-mounted display(HMD). In
a completely immersive system
the user feels part of the
environment (experiences a
feeling of presence). The user
has no visual contact with the
physical world.
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DEVICES USED IN VR
TECHNOLOGY

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Head Mounted Display


Cave
Gloves
3D Mouse
Space Ball
Video camera and shadows
Voice recognition
Biological sensors
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Full body suits

HEAD MOUNTED DISPLAY

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HEAD MOUNTED
DISPLAY
HMD is a helmet or a face mark that

holds the visual and auditory displays.


In HMDs, projectors feed real time
images to small screens attached inside
a kind of helmet that the user wears .
In the beginning,HMDs often showed
mono pictures, and the users head
movements were tracked. In modern
HMDs, stereo pictures are standard.
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CAV
E

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WHAT IS A CAVE ?
Cave Automatic Virtual Environment
Cave involves the concept of a room with
graphics projected from behind the walls.
The images on the walls are usually in
stereo to give a depth cue.
It is easy for several people to be in the
room simultaneously and therefore see
images together and it is easy to mix real
and virtual objects in the same
environment.

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PINCH GLOVE

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PINCH GLOVE
Pinch glove enables natural
interaction with objects. It
uses hand-signs to execute
actions. It continuously tracks
the motion of the users hand
& limb and accordingly gives
signal to the transmitter.
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3D MOUSE

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3D MOUSE
A 3D mouse has two parts as
vertical & horizontal part. Each
part has some buttons. With
different combinations of these
buttons the user can produce
different positions in the 3D
environment.
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SPACE BALL

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TECHNICAL ASPECTS OF VR
Input Process
Simulation Process
Rendering Process
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INPUT PROCESS
It controls the input devices used
such as keyboard, joystick, 3D
position trackers (glove, wand, body
suit), voice recognition system, etc.
Some glove systems can also add
gesture recognition.
The object is to get the coordinated
data from the input devices to the
rest of the system.

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SIMULATION PROCESS
This is the core of a Virtual Reality
program. It handles the interactions,
simulation of physical laws &
determines the world status.
It is a discrete process which is
iterated once for each time step or
frame. This process finally decides
the actions to be taken place in the
virtual world.

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RENDERING PROCESS
It creates sensations which are
output data to the user or other
network processes. There are
separate rendering processes for
the following Visual Rendering
Auditory Rendering
Haptic
Rendering
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VISUAL RENDERING
It is related to the computer graphics &
animation. This process is referred to as
a rendering pipeline. This refers to a
series of sub-processes that are invoked
to create each frame. It starts with a
description of the world, the objects,
lighting & camera (eye) location in the
world space. The objects have their
geometries transformed into the eye
coordinate system. Then the algorithms
& actual pixel
rendering is done.
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AUDITORY RENDERING
It produces mono, stereo or 3D
audio. There are many aspects of our
head & ear shape that effect the
recognition of 3D sound. Hence the
HRTF is applied to the sound.

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HAPTIC RENDERING
This area is a very new science &
there is much to be learned. Haptics
is the generation of touch & force
feedback information. Almost all
systems to date have focused on
force feedback.
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SOFTWARE USED TO
SUPPORT VR
Software handles real time input or
output processing, rendering, simulation
and access to the world database in
which the environment is defined. Some
softwares are listed below
Photoshop
EON
3D Max
VRM
PRANA www.fakengineer.com
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APPLICATIONS :
Science, Technology & Visualization
Flight Simulation
View Complex 3D Molecular Structure

Medical
Surgery
Rehabilitation

Education & Conferencing


Business
Architecture Design & Prototypes
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Entertainment

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3D MOLECULAR STRUCTURE

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SHARED VIRTUAL ENVIRONMENT


Three networked users
at different locations
(anywhere in the world)
meet in the same
virtual world by using
different devices. Each
user is presented as a
virtual human (avatar)
to the other
participants. The users
can see & communicate
with each other as a
team in a virtual world.
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FUTURE ASPECTS
Hearing Impairment
Distributed virtual Environment
User interface design
Tele Immersion
Virtual Reality Modeling
Language (VRLM)
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CONCLUSION
VR & Telecommunication are set to
evolve hand in hand in this century
VR for people with special needs placed
high on the research agendas of key
industry players, and of academic
research bodies;
VR enables the user to interact directly
with information;
VR can enable the user to
see/experience things in new ways;
Criticized for generating much attention
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without having
genuine application

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