Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Virtual reality (VR) is an artificial environment simulated by computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. Some key developments in VR history include Ivan Sutherland creating the first VR system in 1965, and the release of the film Tron in 1982, which was the first computer-generated movie. VR has applications in many fields including medical, gaming, education, and military. It provides advantages such as allowing students to learn concepts like astronomy or surgery in a simulated 3D environment. However, VR also has disadvantages like high costs and the technology still being in development.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute. AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Virtual reality (VR) creates a simulated environment that immerses the user. It works by tracking a user's movements and updating the virtual world accordingly. While early versions date back to the 1950s, commercial VR development began in the 1980s. VR can be non-immersive, augmented, or fully immersive. It has applications in gaming, business, education, engineering, medicine, and entertainment. Potential advantages include realistic training scenarios and innovative learning, while disadvantages include cost and reduced human interaction.
Presentation on Augmented Reality new emerging technology best viewed in microsoft powerpoint 2010 or greater in 16:9 ratio display
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future. Osama Ali Mangi presents this technology's overview to his Session & Seminars.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
A presentation on Virtual Reality, its history, working, application, usage, future developments and risks.
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
this covers 1)what is virtual reality? 2)introduction. 3)history 4)types of virtual reality. 5)hardware used in virtual reailty 6)applications 7)advantage and disadvantage
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This document provides an overview of a technical seminar on augmented reality technology. It begins with an introduction that defines augmented reality as overlaying computer graphics on the real world. It then discusses the differences between augmented reality and virtual reality. The document outlines the types of augmented reality and how the technology works by recognizing markers to render 3D objects. It highlights advantages such as shared experiences and improved education. Finally, it lists some applications including medical, entertainment, military training and more.
This document discusses augmented reality (AR) and virtual reality (VR). It defines AR as combining real and computer generated images in real time by superimposing digital images onto the real world. VR is described as a computer generated 3D space that projects the user into through a stereoscopic headset. The document outlines how AR and VR work using marker-based and location-based tracking, as well as head tracking, eye tracking and motion tracking for VR. Challenges, goals, applications and the differences between AR and VR are examined. The conclusion states that while AR is still developing, the ultimate goal is for virtual objects to be indistinguishable from the real world.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
This document discusses augmented reality (AR), which superimposes computer-generated input such as sound, video and graphics over views of the real world. The goal of AR is to enhance a user's perception without them being able to distinguish between real and virtual elements. Key AR hardware includes processors, displays and sensors in devices like smartphones. Special software generates 3D virtual images stored and retrieved from remote servers. Common AR applications include medical, gaming, fashion and education. Challenges to AR development include multi-user experiences, GPS limitations and software integration.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
This document discusses augmented reality (AR), which superimposes digitally rendered images onto the real world. It provides a brief history of AR dating back to the 1960s and defines AR as augmenting the real world rather than replacing it like virtual reality. The document outlines how AR works using markers and mobile apps to overlay virtual images. It lists medical, manufacturing, entertainment and military as key application areas and discusses challenges like performance issues, user interaction limitations, and achieving social acceptance. In conclusion, AR has potential to enhance daily life by displaying additional contextual information.
This document provides an overview of augmented reality (AR) including what it is, examples of how it works, a brief history, and potential applications. AR overlays computer-generated images on top of the real world, enhancing one's current perception. Early examples include overlaying replays with ball trajectories during sports matches. The document traces the evolution of AR from Ivan Sutherland's 1968 "Sword of Damocles" system to modern uses in gaming, healthcare, education, and real estate. AR has the potential to transform how we experience the world through interactive overlays of information.