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GOVERNMENT COLLEGE OF ENGINEERING
AND TEXTILE TECHNOLOGY SERAMPORE
SUBMITTED BY:
1. SUBHANKAR BARMAN 11000218003
2. BIPLOB BONIK 11000217042
3. RUPAM GHOSAL 11000218008
4. RUPAM PANJI 11000217030
6TH SEM YEAR: 2020
• Introduction
• History
• Types of VIRTUAL REALITY
• Technologies of VIRTUAL REALITY
• Architecture
• Device uses for VIRTUAL REALITY
• Applications
• Advantages And Disadvantages
• Conclusion
• References
• Virtual Reality means feeling the
imaginary(virtual) world, rather than
the real one. The imaginary world is
a simulation running in a computer.
• Virtual reality is the term used for
computer generated 3D environments
that allow the user to enter and
interact with alternate realities.
• The definition of ‘virtual’ is near and
‘reality’ is what we experience as
human beings.
•More than one person has been involved in
the development of this technological
system.
•In 1950’s visionary cinematography
Morton Heilig built a single user console
called Sensorama. This enabled the user
watch television in 3 dimensional ways.
 Immersive Virtual Reality
 Non-Immersive Virtual Reality
 Window on world Virtual Reality
Immersion into virtual reality is a perception of
being physically present in a non-physical world.
Elements of virtual environments that increase
the immersiveness of the experience:
1. Continuity of surroundings
2. Conformance to human vision
3. Freedom of movement
4. Physical interaction
5. Physical feedback
VR experiences that typically use
desktop or laptop screens to present the
VE to a user, so the user does not
experience the sense of actually being in
the VE; the platform does not fully
occlude the user's field of view.
• Also known as Desktop VR.
• Use of a Monitor to display the
visual world.
• Does Not require Special
Hardware.
• Low Cost , Low Performance,
• Less Immersion.
 The seamless merging of Real space
and Virtual space.
 Integrating the Computer-Generated
Virtual objects into the Physical world
which become in a sense an equal part of
our natural environment.
 Binocular Omni-Orientation
Monitor (BOOM) :-
 3-D Display device suspended from
a weighted boom that can move freely.
 Head-coupled stereoscopic display
device.
 Convenient to use.
 Fast and accurate built-in tracking.
Head Mounted Display(HMD) :-
 A Helmet or a Face mask providing the
visual and auditory displays.
 Use LCD to display stereo images.
 May include built-in Head-tracker and
Stereo headphones.
 Software's :-
 Vizard Virtual Reality
Virtual Reality Studio
 Sense8 World Tool Kit
 Multiverse
Virtual Reality
INPUT DEVICE OUTPUT DEVICE
Razor Hydra
Control VR
HEADSET
3D AUDIO
1. Virtual Reality in the Military
2. Virtual Reality in Healthcare
3.Virtual Reality and Education
4.Virtual Reality in Entertainment
 Cost-saving
 High-level contact between
participants in VR.
 High-Accuracy system
 Motion sickness / Simulator
sickness
 Low-Accuracy
 Expensive
 Bit lack of integration between
application packages.
 Visualization of complicated, large data is helpful
for understanding and analysis.
VR offers us a new way to interact with computer and
real life.
 VR enables us to experience the virtual world that
is impossible in real world.
 VR is changing our life, eventually VR will increasingly
become a part of our life.
 The Best of VR is Yet to Come . . .
What is VR? -
( https://en.wikipedia.org/wiki/Virtual_reality )
 Virtual Reality GIF’s -
( http://giphy.com/search/virtual-reality )
 VR News -
( http://www.roadtovr.com/ )
 Type of VR -
( https://en.wikipedia.org/wiki/Types_of_VR )
Virtual Reality

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Virtual Reality

  • 1. GOVERNMENT COLLEGE OF ENGINEERING AND TEXTILE TECHNOLOGY SERAMPORE SUBMITTED BY: 1. SUBHANKAR BARMAN 11000218003 2. BIPLOB BONIK 11000217042 3. RUPAM GHOSAL 11000218008 4. RUPAM PANJI 11000217030 6TH SEM YEAR: 2020
  • 2. • Introduction • History • Types of VIRTUAL REALITY • Technologies of VIRTUAL REALITY • Architecture • Device uses for VIRTUAL REALITY • Applications • Advantages And Disadvantages • Conclusion • References
  • 3. • Virtual Reality means feeling the imaginary(virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. • Virtual reality is the term used for computer generated 3D environments that allow the user to enter and interact with alternate realities. • The definition of ‘virtual’ is near and ‘reality’ is what we experience as human beings.
  • 4. •More than one person has been involved in the development of this technological system. •In 1950’s visionary cinematography Morton Heilig built a single user console called Sensorama. This enabled the user watch television in 3 dimensional ways.
  • 5.  Immersive Virtual Reality  Non-Immersive Virtual Reality  Window on world Virtual Reality
  • 6. Immersion into virtual reality is a perception of being physically present in a non-physical world. Elements of virtual environments that increase the immersiveness of the experience: 1. Continuity of surroundings 2. Conformance to human vision 3. Freedom of movement 4. Physical interaction 5. Physical feedback
  • 7. VR experiences that typically use desktop or laptop screens to present the VE to a user, so the user does not experience the sense of actually being in the VE; the platform does not fully occlude the user's field of view.
  • 8. • Also known as Desktop VR. • Use of a Monitor to display the visual world. • Does Not require Special Hardware. • Low Cost , Low Performance, • Less Immersion.
  • 9.  The seamless merging of Real space and Virtual space.  Integrating the Computer-Generated Virtual objects into the Physical world which become in a sense an equal part of our natural environment.
  • 10.  Binocular Omni-Orientation Monitor (BOOM) :-  3-D Display device suspended from a weighted boom that can move freely.  Head-coupled stereoscopic display device.  Convenient to use.  Fast and accurate built-in tracking.
  • 11. Head Mounted Display(HMD) :-  A Helmet or a Face mask providing the visual and auditory displays.  Use LCD to display stereo images.  May include built-in Head-tracker and Stereo headphones.
  • 12.  Software's :-  Vizard Virtual Reality Virtual Reality Studio  Sense8 World Tool Kit  Multiverse
  • 14. INPUT DEVICE OUTPUT DEVICE Razor Hydra Control VR HEADSET 3D AUDIO
  • 15. 1. Virtual Reality in the Military 2. Virtual Reality in Healthcare
  • 16. 3.Virtual Reality and Education 4.Virtual Reality in Entertainment
  • 17.  Cost-saving  High-level contact between participants in VR.  High-Accuracy system
  • 18.  Motion sickness / Simulator sickness  Low-Accuracy  Expensive  Bit lack of integration between application packages.
  • 19.  Visualization of complicated, large data is helpful for understanding and analysis. VR offers us a new way to interact with computer and real life.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life.  The Best of VR is Yet to Come . . .
  • 20. What is VR? - ( https://en.wikipedia.org/wiki/Virtual_reality )  Virtual Reality GIF’s - ( http://giphy.com/search/virtual-reality )  VR News - ( http://www.roadtovr.com/ )  Type of VR - ( https://en.wikipedia.org/wiki/Types_of_VR )