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Introduction The history of VR

Types of VR Technologies of VR Architecture of VR system Applications of VR

Current problems & Future work Future Summary Reference

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� Virtual reality (VR ) is a term that applies tocomputer-simulated environments that cansimulate physical presence in places in the realworld, as well as in imaginary worlds. Most

current virtual reality environments areprimarily visual experiences, displayed either ona computer screen or through specialstereoscopic displays, but some simulationsinclude additional sensory information, such as

sound through speakers or headphones.� In other word Virtual Reality refers to a high-end

user interface that involves real-time simulationand interactions through multiple sensorialchannels.

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Why VR?

VR is able to immerse you in a computer-generated world of your own making: a room, acity, the interior of human body. With VR, youcan explore any uncharted territory of the humanimagination.

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� A computer generated world with which the

user can interact

� Interaction can vary from looking around tointeractively modifying the world.

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

In 1965, a research program for computer graphics called ³The Ultimate Display´ waslaid out.

In 1988, commercial development of VR

began. In 1991, first commercial entertainment VR

system "Virtuality" was released.

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�Windows on World(WoW)

� Immersive VR� Telepresence VR

�Mixed Reality(Augmented Reality)

�Distributed VR

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Windows on World(WoW)� Also called Desktop VR.

� Using a conventional computer monitor todisplay the 3D virtual world.

Immersive VR� Completely immerse the user's personal viewpoint

inside the virtual 3D world.

� The user has no visual contact with the physical word.� Often equipped with a Head Mounted Display (HMD).

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Telepresence

� A variation of visualizing complete computer generated worlds.

� Links remote sensors in the real world with the sensesof a human operator. The remote sensors might belocated on a robot. Useful for performing operations indangerous environments.

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Telepresence VR

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Mixed Reality(Augmented Reality)� The seamless merging of real space and virtual space.

� Integrate the computer-generated virtual objects into

the physical world which become in a sense an equalpart of our natural environment.

Distributed VR� A simulated world runs on several computers which are

connected over network and the people are able tointeract in real time, sharing the same virtual world.

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Head-Mounted Display (HMD) A Helmet or a face mask providing the visual and auditory

displays.

Use LCD or CRT to display stereo images.

May include built-in head-tracker and stereo headphones

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Binocular Omni-Orientation Monitor (BOOM) Head-coupled stereoscopic display device. Uses CRT to provide high-resolution display.

Convenient to use. Fast and accurate built-in tracking.

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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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Data Glove� Outfitted with sensors on the fingers as well as an overall

position/orientation tracking equipment.

� Enables natural interaction with virtual objects by hand

gesture recognition.

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Control Devices� Control virtual objects in 3 dimensions.

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Toolkits

� Programming libraries.

� Provide function libraries (C & C++).

Authoring systems� Complete programs with graphical interfaces for 

creating worlds without resorting to detailedprogramming.

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VRML(Virtual Reality ModelingLanguage)

Standard language for interactive

simulation within the World Wide Web. Allows to create "virtual worlds" networked

via the Internet and hyperlinked with theWorld Wide Web.

Aspects of virtual world display, interaction

and internetworking can be specified usingVRML without being dependent on specialgear like HMD.

� VR models can be viewed by Netscape or IEwith a browser plug-in.

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Input Processor, Simulation Processor,Rendering Processor and World

Database.

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Input

Processor 

Rendering

Processor 

World Database

Simulation

Processor 

visual,auditory,haptic,touch«

Position &Orientation

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Input Processor 

� Control the devices used to input information tothe computer. The object is to get the coordinate

data to the rest of the system with minimal lagtime.

� Keyboard, mouse, 3D position trackers, a voicerecognition system, etc.

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Components of VR System (Cont¶d)

Simulation Processor 

± Core of a VR system.± Takes the user inputs along with any

tasks programmed into the world anddetermine the actions that will take place

in the virtual world.

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Components of VR System (Cont¶d)

World Database (World Description

Files)± Store the objects that inhabit the world,scripts that describe actions of thoseobjects.

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Entertainment

� More vivid

� Move exciting

� More attractive

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Medicine

Practice performing surgery.

Perform surgery on a remote patient.

Teach new skills in a safe, controlled environment.

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Manufacturing

� Easy to modify

� Low cost

� High efficient

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Education & Training

� Driving simulators.

� Flight simulators.� Ship simulators.

� Tank simulators.

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Current problems &Current problems & FutureFuture workwork Cybersickness / simulator sickness

Low-fidelity

Expensive Lack of integration between application packages

High-fidelity system

Cost-saving Collaborative

High-level contact between participants in distributedVR

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1999 10% f t rl ' ti r -

2029 99% f t r l ¶ ti ity i ll b -

In the past, computing power has doubledapproximately every 18 months, a trendthat is known as Moore·s Law. If this is thecase then we should have a computer

powerful enough to run immersive VRprograms in our own homes by the year037.

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� When we use the human brain as the standard forcomputing ¶real-life· scenarios we can estimate when VRsystems can do the same. The human brain can perform 0quadrillion calculations per second, while the mostpowerful supercomputer in the world today, The Earth

Simulator in Yokohama, Japan, can perform 35.86 trillioncalculations per second.

� Today VR technology is still in its infancy, and there aredamaging flaws. Graphics, no matter how impressive, arenot lifelike. Time lags are far too long. Optic and auditoryhardware are not 100% realistic. Users can walk into walls

or pick up an object without feeling a thing. Theequipment is still far too expensive for everyday use. Buteach and every one of these drawbacks is the subject ofintense research and work; the problems are beingovercome, and VR is poised for its major breakthrough.

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Visualization of complicated, large data ishelpful for understanding and analysis.

VR offers us a new way to interact with

computer. VR enables us to experience the virtual

world that is impossible in real world.

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

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ReferenceReference [1] What is Virtual Reality?,

http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html.

[2] Augumented and Mixed Reality,http://www.mic.atr.co.jp/~poup/research/ar/ .

[3] Virtual Reality Applications,http://vresources.jump-

gate.com/applications/applications.shtml. [4] K.-P. Beier. Virtual Reality: A short Introduction.

http://www-vrl.umich.edu/intro/

[5] Franchi,J. Vertual Reality: An Overview. ERIC

Digest, June 1995

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NAME:BISWAJIT MISHRA 

(80703 )

NAME:ATISH DEPANKAR

NANDA(7070 7)