3.03 Explore virtual reality design and use.

Slides:



Advertisements
Similar presentations
SEMINAR ON VIRTUAL REALITY 25-Mar-17
Advertisements

Professional Issues. Virtual Reality. Blay Whitby.
Motion Capture The process of recording movement and translating that movement onto a digital model Games Fast Animation Movies Bio Medical Analysis VR.
T.Sharon - A.Frank 1 Multimedia Virtual Reality. 2 T.Sharon - A.Frank Virtual Reality (VR) Definition An artificial reality that projects you into a 3D.
3.4 Virtual Reality and Simulations. Overview Describe the differences between virtual reality and simulation. Demonstrate and apply knowledge and understanding.
WHAT IS AN INPUT DEVICE?. Enters data or instructions into a computer Converts data into a form which can be understood by computers. INPUT DEVICES.
1 Virtual Reality CS Presentation Instructor: Dr. Aggarwal Student: Yang Gao Semester: Winter 2004.
Graphics. Applications  Digital media  Entertainment  Art  Visualization  Science  Modeling  Games  Software  Virtual Reality.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
Head Tracking and Virtual Reality by Benjamin Nielsen.
VR Hardware. Project Create your own virtual world VRML Marks are based on : Creativity Navigation Human.
Gyration GyroMouse. Digitizers 3D Digitization Data Gloves (Haptic Devices)
Theoretical Foundations of Multimedia Chapter 3 Virtual Reality Devices Non interactive Slow image update rate Simple image Nonengaging content and presentation.
Virtual Reality Virtual Reality involves the user entering a 3D world generated by the computer. To be immersed in a 3D VR world requires special hardware.
Hardware Specialised Devices
Introduction to Virtual Environments CIS 4930/6930
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Welcome to the world of G.V.Ram Mohan Reddy G.V.Ram Mohan Reddy.
Virtual Reality RYAN TAYLOR. Virtual Reality What is Virtual Reality? A Three Dimension Computer Animated world which can be interacted with by a human.
Virtual reality System that enables one or more users to move and react in a computer-simulated environment.
 Introduction  Devices  Technology – Hardware & Software  Architecture  Applications.
   Input Devices Main Memory Backing Storage PROCESSOR
Virtual Museum Ramón Oliva, Miguel Pasenau & Eugeni Casadesús 2012, January 24th Virtual Reality, Immersive Interaction, Usability and Presence (RVA) course.
VR Introduction (for web3d) Jyun-Ming Chen Fall 2001.
Hardware for VR Part 2 of 4 Capps, Darken & Zyda Naval Postgraduate School Capps, Darken & Zyda Naval Postgraduate.
2.5/2.6/2.7.  Virtual Reality presents a world in 3d space  Regular input devices such as a mouse only has 2 degrees of movement when 6 is needed for.
An Investigation into Immersive Visualization Vanessa Gertman.
Designing 3D Interfaces Examples of 3D interfaces Pros and cons of 3D interfaces Overview of 3D software and hardware Four key design issues: system performance,
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
VIRTUAL REALITY Sagar.Khadabadi. Introduction The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
Jake Estle Period 6 2/13/09. Using computer technology to create a simulated, 3-D world that the user can manipulate and explore while feeling he is actually.
© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 9.
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
2.03 Explore virtual reality design and use.
1 Perception and VR MONT 104S, Fall 2008 Lecture 14 Introduction to Virtual Reality.
Augmented Reality Authorized By: Miss.Trupti Pardeshi. NDMVP, Comp Dept. Augmented Reality 1/ 23.
Fundamentals of Information Systems, Third Edition1 The Knowledge Base Stores all relevant information, data, rules, cases, and relationships used by the.
VIRTUAL REALITY PRESENTED BY, JANSIRANI.T, NIRMALA.S, II-ECE.
CHAPTER 14 INTRODUCTION TO VIRTUAL REALITY T.J.Iskandar Abd Aziz Adapted from Notes Prepared by: Noor Fardela Zainal Abidin Revised on Sept CGMB113/
Input Devices, User Interface & VR Environments. Sri Kalyan Atluri (U )
Haris Ali (15) Abdul Ghafoor (01) Kashif Zafar (27)
Made By: Pallavi Chhikara
Virtual Reality for Large Audience Participation Abstract Introduction Design Requirements Abstract Introduction Design Requirements End-Product Description.
Virtual Reality - by Arpit Gupta. Introduction  Virtual reality is an artificial environment that is created with software and presented to the user.
CINEMAcraft: Virtual Minecraft Presence Using OPERAcraft Interactive virtual realities encourage students to pursue and explore STEM fields. CINEMAcraft.
Virtual Reality Prepared By Name - Abhilash Mund Regd.No Branch - Comp.sc & engg.
Computer Graphics Lecture 1 Introduction to Computer Graphics
GRAPHICS DISPLAY INTERFACES
Introducing virtual REALITY
VIRTUAL REALITY IN ROBOTICS
Introduction to Virtual Environments & Virtual Reality
Virtual Reality In Space Exploration
2.03A Evolution of Virtual Reality
Multimedia Virtual Reality T.Sharon - A.Frank.
Augmented Reality And Virtual Reality.
3D TV TECHNOLOGY.
Virtual Reality By: brady adger.
Telepresence Irene Maria Saji S3 ECE Roll number-37.
Virtual Reality.
AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)
2.03A Evolution of Virtual Reality
CHAPTER 4: Virtual Environments
3D User Interface Input Hardware
Scientific Visualization
Klaas Werkman Arjen Vellinga
Technology of Data Glove
Overview of augmented reality By M ISWARYA. CONTENTS  INTRODUCTION  WHAT IS AR?  ROLE OF AR  EXAMPLES  APPLICATION  ADVANTAGES  CONCLUSION.
Presentation transcript:

3.03 Explore virtual reality design and use. 3.03B Common Types and Interface Devices and Systems of Virtual Reality 3.03 Explore virtual reality design and use.

Types of Virtual Realities

Types of Virtual Realities Desktop 3-D Illustrators Does not require additional equipment. Immersion Requires additional equipment. Is the most effective of Virtual Reality technologies. Eyes, ears, or other body senses are isolated from real environment and fed information that is generated by the computer. Telepresence This technique is used in the movie industry to create animations by using body sensors to record human motions and transfer them to animated subjects.

Common Interface Devices

Interface Devices Head-mounted display (HMD) Facial sensor/body suit

Interface Devices Wand Data glove

Head-Mounted Display (HMD) Device on top of helmet signals head movements. A computer continually updates the simulation to reflect new perspectives. Its viewing screen adds depth to flat pictures. Blocks out surrounding environment. Is popular with the entertainment industry.

Facial sensor/body suit Data Glove Programs the computer to change modes in response to gestures made with data gloves. Some use fiber optic cables. Some use strain sensors over joints. Facial sensor/body suit Sensors read facial expressions/body movements and transfer information to animations.

Wand Is simplest of interface devices. Most have on/off buttons. Some have knobs, dials, or joy sticks. Biologists use wands like scalpels to slice tissue samples from virtual brains. Wands operate with six degrees of freedom. By pointing a wand at an object, its position and orientation can be changed in any of six directions  forward or backward, up or down, or left or right

Interface Systems

Interface Systems Three common systems: HMD – Head-mounted Display BOOM – Binocular Omni Orientation Monitor CAVE – Automatic Virtual Environment

BOOM (Binocular Omni Orientation Monitor) Is similar to HMD – but no helmet. Viewing box suspended from rotating arm. Uses handles on box sides to move image around. Buttons on handles allow user to interact with object. Can also hook up data gloves.

CAVE One of the newest, most "immersive" virtual environments. 10 x 10 x 9-foot darkened cubicle. Is like climbing into the computer’s screen. Display enables user to experience the. sensation of being "inside" the data.

Advantages of CAVE Only need special glasses and wand instead of clunky equipment. Has a large field of view of data that is projected in stereoscopic images onto the walls and floor of the CAVE. Multiple users can be in CAVE at same time. Sound can be added to images.

Shared Virtual Environments In this illustration, three networked users at different locations (anywhere in the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a Head-mounted Display. All users see the same virtual environment from their respective points of view. Each user is presented as a virtual human (avatar) to the other participants. The users can see each other, communicate with each other, and interact with the virtual world as a team.

Review Common virtual reality Types Interface devices Interface systems