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INTRODUCTION Definition of VR (Siti Mahfuzah Sarif – 98100500) Various Term: VE, CVE, Shared VE (Nor Azdalina Adam – 98100312) Misconception of VR (Raisyan.

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Presentation on theme: "INTRODUCTION Definition of VR (Siti Mahfuzah Sarif – 98100500) Various Term: VE, CVE, Shared VE (Nor Azdalina Adam – 98100312) Misconception of VR (Raisyan."— Presentation transcript:

1 INTRODUCTION Definition of VR (Siti Mahfuzah Sarif – 98100500) Various Term: VE, CVE, Shared VE (Nor Azdalina Adam – 98100312) Misconception of VR (Raisyan Auni – 98100448) History of VR (Filzah Mohd Othman) Overview of VR Applications (S. Shushmita Jahan – 1991149587) Example of VR on WWW (Kim Bok Hee – 1011173654)

2 Definition of VR Most popular definitions – reference to technological systems/hardware. Eg: –VR is electronic simulations of environments experienced via head mounted eye goggles and wired clothing enabling the end user to interact in realistic 3-D situations. (Coates, 1992) –VR is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit, which features stereophonic video goggles and fiber-optic data gloves. (Greenbaum,1992) –The terms virtual worlds, virtual cockpits, and virtual workstations were used to describe specific projects. In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the virtual projects under a single rubric. The term therefore typically refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves. (Krueger, 1991, p. xiii)

3 Definition (cont) In common : electronically simulated environments + ‘gloves ‘n’ goggles’ systems Larger images + interactive more complex = perception of ‘reality’ 

4 Definition (cont) a simulation of a real/imagined environment that can be experienced visually in the 3 dimensions of width, height, and depth and may additionally provide an interactive experience visually in full real-time motion with sound and possibly with other forms of feedback

5 Definition (cont) Virtual reality can be divided into: The simulation of real environments such as the interior of a building or a spaceship often with the purpose of training or education The development of an imagined environment, typically for a game or educational adventure” (Taken from www.whatis.com websites)

6 Virtual Environment Computer-simulated world consisting of mathematical and software representations of real (or imagined) agents, objects and processes as well as a human-computer interface for displaying and interacting with these objects. Users are able to see,hear and touch data beyond the range of their senses. 3 important components:- 1) Interactive 2) Immersive 3)Real-time rendering.

7 Interactive : Users are able to manipulate/modify objects in the world using any hardware input devices. Immersive : Users really feel like they have been transported to a virtual world. Real-time rendering : users are able to see the same object in the world even after it has been modified by any of them. VE is the most effective form of information technology for providing multi-sensory experience. The perceived experience is interpreted as being real and makes it likely that skills learned in the VE will be transferred to a real world.

8 Collaborative Virtual Environment (CVE) Use distributed virtual technology to support group work. Necessary condition : the provision of simultaneous multi-user access to a virtual reality system. The system must consider and support the needs of users who wish to work together. Users are explicitly represented to each other within a shared space. –Free to move around the space, encountering each other and also object and information of common interest.

9 All users see the same VE from their respective points of view. Each user is presented as a virtual human (avatar) to the other participants. Users can see each other,communicate with each other and interact with the virtual world as a team.

10 Misconception of VR VR is only meant to be 3-D –4 th component of VR – ‘time’ VR applications must include HMD (difficult to put on, prone to breakage & created hygiene risks) –Window VR – fully integrated

11 Misconception (cont) VR files are huge –They can be small – consists mostly of vector graphics –Irrelevant issue with high bandwidth VR only covers entertainment –Possible use of VR in business & medical field

12 History of Virtual Reality In late 1950s - Douglas Engelbart connects computer to screen so that digital info can be viewed. In early 1960s - Morton Heilig created “Sensorama Simulator”, a virtual workstation that utilized 3-D video, obtained with three 35 mm cameras mounted on the cameraman. The setup included stereo sound, integrated with the full 3-D camera views.

13 History (cont) In 1966 - Ivan Sutherland continued by using two Cathode Ray Tubes mounted near the ears to simulate the three dimensional experience. Sutherland started the idea of the graphics accelerator, an integral part in modern virtual simulation. This invention lead to pivotal evolution in areas of data simulation, military and war games, and entertainment.

14 History : Data Simulation US military commission a radar defense system – process info. for human interpretation In 1962 Ivan Sutherland developed a light pen with which images could be sketched on a computer. Sutherland's first computer-aided design program, called Sketchpad. In 1970 Sutherland also produced the first pointing device called ‘mouse’

15 History : Military In late 1960s US military created flight simulators consisted of mock cockpits built on motion platforms that pitched and rolled, but poor visual feedback. By the 1970s, computer-generated graphics had replaced videos and models and flight simulations were operating in real time. By the early 1980s, better software, hardware, and motion-control platforms enabled pilots to navigate through highly detailed virtual worlds.

16 History : Entertainment In 1976, blockbuster science fiction movie Star Wars used computer-generated special effects were released. In early 1980s, the video game business boomed. Later, data glove is created, a computer interface device that detects hand movements. It was invented to produce music by linking hand gestures to a music synthesizer.

17 Recent pivotal events & VR tools that evolved simultaneously with VR world. During 1990s, the evolution of display technology has played a vital role in the advancement of the VR paradigm. They are Liquid Crystal Display(LCD) and Cathode Ray Tube(CRT) display devices, high performance image generation systems, and tracking systems. Modern advances in graphic resolution and processor speed have allowed adaptive real time drawing of polygons in the computer interface.

18 1 st came the flight helmets developed by the military to replace costly real combat simulations. Then, 3-D position sensors were developed to successfully translate a view into graphics with a Cartesian 3 coordinate system. Then, these sensors have evolved into potentiometers, using low frequency magnetic fields, ultrasound, radar, or infrared cameras to detect motion. Then, emerged the invention of the trackball mouse to control object. Finally, the most famous VR tool is the sensory glove is created. A movement of index finger might simulate a button click, or forward propulsion in the VE.

19 Overview of VR Applications (Past, Present, Future) Flight Simulators

20 Overview of VR Applications (Past, Present, Future) Stereoscopic-3D

21 Overview of VR Applications (Past, Present, Future) Sensorama

22 Overview of VR Applications (Past, Present, Future) Virtual Interface Environment Workstation

23 Overview of VR Applications (Past, Present, Future) Helmets

24 Overview of VR Applications (Past, Present, Future) Instrumented Gloves

25 Overview of VR Applications (Past, Present, Future) Tele-robotics

26 Example of Virtual World on WWW 1.www.kovi.com 2.www.vrimpact.com 3.www.bestez.com

27 www.kovi.com

28

29 www.vrimpact.com Sample Apartment: Culture Assets:

30 www.bestez.com Stock Market


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