seminar on virtual reality1

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  • *www.fakengineer.comVIRTUAL REALITY

    www.fakengineer.com

  • CONTENTS 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

    *www.fakengineer.com

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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.*www.fakengineer.com

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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)*www.fakengineer.com

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  • PROJECTED3d 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).*www.fakengineer.com

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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.*www.fakengineer.com

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  • DEVICES USED IN VR TECHNOLOGY Head Mounted Display Cave Gloves 3D Mouse Space Ball Video camera and shadows Voice recognition Biological sensors Full body suits

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  • HEAD MOUNTED DISPLAY*www.fakengineer.com

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  • 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.HEAD MOUNTED DISPLAY*www.fakengineer.com

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  • CAVE*www.fakengineer.com

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  • WHAT IS A CAVE ?Cave Automatic Virtual EnvironmentCave 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*www.fakengineer.com

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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.*www.fakengineer.com

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  • 3D MOUSE*www.fakengineer.com

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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.*www.fakengineer.com

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  • SPACE BALL*www.fakengineer.com

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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. *www.fakengineer.com

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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.*www.fakengineer.com

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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.*www.fakengineer.com

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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.*www.fakengineer.com

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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.*www.fakengineer.com

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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 Entertainment*www.fakengineer.com

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  • 3D MOLECULAR STRUCTURE*www.fakengineer.com

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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.*www.fakengineer.com

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  • FUTURE ASPECTSHearing ImpairmentDistributed virtual EnvironmentUser interface designTele ImmersionVirtual Reality Modeling Language (VRLM)

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  • CONCLUSIONVR & Telecommunication are set to evolve hand in hand in this centuryVR 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 without having genuine application

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  • *www.fakengineer.com

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