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Chisom Pat-Okoye Khanh Linh Duong Sergey Baklykov

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Presentation on theme: "Chisom Pat-Okoye Khanh Linh Duong Sergey Baklykov"— Presentation transcript:

1 Chisom Pat-Okoye Khanh Linh Duong Sergey Baklykov
Virtual Reality Chisom Pat-Okoye Khanh Linh Duong Sergey Baklykov

2 Agenda Definition Origin Uses Advantages Disadvantages Future Use
Conclusion

3 WHAT is virtual reality?

4 virtual reality Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment.

5 VIRTUAL REALity Virtual Reality is also a type of technology that enables its users to have a 360-degree view of a location in a virtual world

6 Virtual Reality ORIGINS

7 Origin of virtual reality
VR was created by a handful of pioneers in the 1950s and 1960s. In 1962, after years of work, filmmaker Mort Heilig patented what might be the first true VR system: the Sensorama, an arcade-style cabinet with a 3D display, vibrating seat, and scent producer.

8 origins In 1965, Ivan Sutherland — already known as the creator of groundbreaking computer interface Sketchpad — conceived of what he termed ”The Ultimate Display," or, as he wrote, "a room within which the computer can control the existence of matter.” A few years later, in the late ’60s, an artist and programmer named Myron Krueger would begin creating a new kind of experience he termed "artificial reality," and attempt to revolutionize how humans interacted with machines.

9 USES OF VIRTUAL REALITY

10 USES OF VIRTUAL REALITY
Sony (Playstation VR) Samsung (Samsung Gear VR) Facebook (Oculus) Google (Google VR)

11 ADVANTAGES OF Virtual reality

12 Advantages of virtual reality
Training Conferencing Convenience

13 DISAdvantages of virtual reality

14 Disadvantages of virtual reality
The equipment used for VR is very expensive. Low resolution content, large file size. Social Consequences.

15 ONE for the future

16 ONE FOR THE FUTURE Consumers will grow accustomed to immersive brand experiences, requiring businesses to create campaigns that are more interactive. Attendance of concerts. Create Experiences.

17 THANK YOU

18 REFERENCES Virtual reality. (2017, March 18). Retrieved March 18, 2017, from Schnipper, M., Compiled by Adi Robertson and Michael Zelenko, Hamburger, E., Thonis, C. M., Newton, C., & Text by Michael Zelenko, Photography by Sean O'Kane. (n.d.). The Rise and Fall and Rise of Virtual Reality. Retrieved March 18, 2017, from reality/oral_history Boitnott, J. (2016, December 27). How Virtual Reality Will Change Storytelling and Marketing in the Next Decade. Retrieved March 18, 2017, from

19 REFERENCES 3 Benefits of Virtual Reality. (2016, June 30). Retrieved March 18, 2017, from What are the disadvantages of VR? (n.d.). Retrieved March 18, 2017, from reality.html


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