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Applications of Virtual Reality
Group 4: Noor Adinah Omar Kartika Murni binti Abdul Majid Norain Dalilah binti Mohd Rashid Sham Azura Ahmad Adibah binti Mohd Najib Endang Ellyana Iskandar
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VR for Entertainment Sham Azura Ahmad Adibah binti Mohd Najib
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VR for Entertainment Virtual Theme Park
"Tamago Teikoku", located at Namco Wonder Egg, Tokyo The Pleasure Island is located at Orlando, Florida DisneyQuest in Orlando, Florida
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VR for Entertainment LBE (Location Based Entertainment) VR Café / Bar
Virtual World Entertainment (VWE), Las Vegas uses VR POD 2.5 and 3.0 models software used at VWE is BattleMech VR Café / Bar CyberMind's Virtua Cafe, Miami Beach
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VR for Entertainment VR Bar / Restaurant / Club VR Internet Café
MARS Restaurant and Club, Vancouver VR Internet Café Cybersmith, Cambridge Virtual Museum The Virtual Brewery, located in Tokyo The virtual tour of Sapporo history and the art of beer brewing
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VR for Entertainment VR Retail Shop Sports Simulation
Jurassic Park store Sports Simulation MagBall Cyber Pong Virtual Dart Black Serve Virtual Tennis Virtual Hoops
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VR for Entertainment Flying Simulation Game Arcade Bandit Cockpit
The Flight Simulation Game Arcade Trocadero Center, London Project Dragoon Shoot-em-up game Mercury
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VR for Military Endang Ellyana Iskandar Noor Adinah Omar
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Introduction One of the first areas where virtual reality found practical application is in military training and operations. Three views of military applications of virtual reality are: i) as a simulation of reality ii) as an extension of human senses through telepresence iii) as an information enhancer through augmented reality.
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As military simulations
Flight trainers - looked like sawed-off coffins mounted on a pedestal, used to teach instrument flying - Virtual environment produced: the darkness inside the trainer cockpit, realistic readings on the instrument panel, and the motion of the trainer on the pedestal combined to produce a sensation similar to actually flying on instruments at night
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Simulator designers needed a way to produce a view of the outside world
When television and video cameras became available in 1950’s, simulator designers used the video camera as if it were flying over a scale model of the terrain around an airport. Resulting image: sent to a television monitor placed in front of the pilot in the simulator The pilot could control the movement of the camera over the terrain board by moving the control stick and throttle. As a result: the pilot could receive visual feedback both inside and outside the cockpit.
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Newest innovation: Project called SIMNET to electronically connect two or more simulators to produce a distributed simulation environment. SIMNET can be used not only for training, but also to develop and test new combat strategy and tactics.
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Telepresence for Military Missions
Two rather obvious reasons why the military explore and utilize telepresence in their operations: 1) reduce exposure to hazards 2) to increase stealth
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Smart weapons and remotely- piloted vehicles (RPVs) were developed because:
- many aspects of combat operations are very hazardous - more risky if the combatant seeks to improve his performance Some smart weapons are autonomous, others are remotely controlled after they are launched
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Advantages: - allows the shooter and weapon controller to launch the weapon and immediately seek cover - being in a safer place - the RPV can be made smaller than a vehicle that would carry a man, thus making it more difficult for the enemy to detect
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Military Information Enhancement
Objective: to supply the pilot or tank commander with as much of the necessary information The Air Force developed the head-up display (HUD) - optically combines critical information (altitude, airspeed, heading) with an unobstructed view through the forward windscreen of a fighter aircraft.
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With the HUD, the pilot never has to look down at his instruments.
This combination of real and virtual views of the outside world can be extended to nighttime operations. Using an infrared camera mounted in the nose of the aircraft, an enhanced view of the terrain ahead of the aircraft can be projected on the HUD. Effect: The pilot can have a 'daylight' window through which he has both a real and an enhanced view of the nighttime terrain and sky.
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VR for Education Kartika Murni binti Abdul Majid Norain Dalilah binti Mohd Rashid
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VR for Education using virtual reality (VR) to enhance the learning process have become the recent idea in education VR environment is implemented for teaching aid such as in virtual classroom, virtual library and virtual lab.
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Virtual Classroom typical virtual classroom usually is a password protected, web-based virtual classroom system Can use a virtual classroom for: Lectures Handouts/notices internet resources
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Virtual Classroom -Self test -Chat -Discussion -Grades
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Virtual Library a large repository of data that contains information or links to other websites that will lead to certain information VR is implemented so that user can see the actual ‘thing’ while browsing Eg. Archaeology hosted by the Archaeological Research Institute at Arizona State University
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Virtual Library Accessing it is like going to a museum
can access archeological information from the region all over the world can choose to view our subject areas such as archeometry, botanical, education materials etc; schools, journals, and news can view the materials in six other different languages that are Catalan, Dutch, French, German, Italian and Spanish
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Virtual Lab offer students "virtual laboratories" via the WWW or CD-ROM The objective is to introduce students to experimentation, problem solving, data gathering, and scientific interpretation early in their careers Eg. Buffalo's Virtual Reality Laboratory
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Virtual Lab use of VR technology in areas such as surgery, remote robotic control, volcanic simulation and factory design The tools that are used include head-mounted displays, magnetic proximity sensors, instrumented gloves, driving simulators, SGI Onyx2 and Indigo computers
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