Virtual Reality
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Virtual Reality
Virtual Reality
Paper Presentation
Name:L.Srikanth Reddy
Address: III B.Tech II Sem, CSE,
CJITS,Jangaon,Warangal.
Email: srikantharc@yahoo.co.in
Name: G .Srinath
Address: III B.Tech II Sem, CSE,
CJITS,Jangaon,Warangal.
Email:srinath_0209@yahoo.co.in
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Virtual Reality
Abstract 4
What is VR? 4
Terms of VR 5
Definition 5
Terminology 5
Different Kinds of VE Technologies 5
1.Subjective Immersion
2.Spatial Immersion
Styles of Interactions to VE 6
1.Desktop VR 6
2.Projected VR 6
3.Immersive VR
6 4.Cave
6 5.Telepresence
7 6.Augmented
7 7.Non-Immersive VR
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Evolution of Technologies to Achieve VR 7
1.Immersive VR 7
i.Head-Mounted Display
8 ii.Boom
8 iii.Cave
9 iv.Characteristics of Immersive VR
9 2.Non-Immersive VR
10 i.VRML
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Applications 11
1.Architecture,Design and Prototype
11 2.Educational and Conferencing 11
3.Training 12
4.Medical
12 5.Bussiness Visualization
12 6.Scientific Visualization
12 7.Art and Leisure
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Challenges 13
1.Technologies
13 2.Building worlds
13 3.User Interface Design
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Virtual Reality
Biblography 14
Abstract:
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Virtual Reality
What is VR?
Definition
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Virtual Reality
Terminology
Styles Of Interactions To VE
6
Virtual Reality
1) Desktop VR
The most popular type and is based upon the concept that
the potential user interacts with the computer screen
without being fully immersed and surrounded by the
computer-generated environment. The feeling of subjective
immersion can be improved through stereoscopic vision
(i.e., CrystalEyes) and operative action with interface can
be guaranteed via pointing devices (mouse, joystick) or
typical VR peripherals such as Data glove. Desktop VR is
used mainly in games but professional applications are
currently widely diffused. Example of professional
application domains comes from general industrial design,
engineering, architecture and the visualization of data
streams. The main benefit of desktop VR is its limited cost
and less involving use of interacting technology, as a
matter of fact according to different scenarios of use it
might be more appropriate a less "invasive" device such as
a CRT monitor than a wired HMD. It seems that desktop
VR is particularly successful with the inspection of sample
objects as opposed to immersed VR where the best
exploitation is with the exploration of spaces. Up to date
CAD/CAM systems slowly shifted in their performance
towards the quality of VR interaction when they allowed
the user to manipulate 3-d objects as if they were real.
2) Projected VR
3) Immersive VR
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Virtual Reality
4) CAVE
5) Telepresence
6) Augmented
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Virtual Reality
7) Non-Immersive VR
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Virtual Reality
ii.Boom
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Virtual Reality
iii.Cave
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Virtual Reality
"sensualized" interfaces.
iv.Characteristics of Immersive VR
2.Non-immersive VR
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Virtual Reality
i.VRML
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Virtual Reality
APPLICATIONS
iii. Training
• Civilian and military training simulators
• Driving simulators
• Flight simulators
• Ship simulators
• Tank simulators
• Train for hazardous or difficult operations
• Nuclear plant maintenance [ Image ]
• Learn to move in zero gravity
• practice locating and fixing faults in equipment
[ Image ]
iv. Medical
• Surgery
• Practice performing surgery
• Perform surgery on a remote patient
• Rehabilitation
• Phobia therapy
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Virtual Reality
i. Technologies
• Hardware technology
• More realistic graphics and audio (this is also a
software problem)
• Greater processor power
• Less obstructive input/output devices
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Virtual Reality
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Virtual Reality
CONCLUSION
FINAL THOUGHTS
BIBLIOGRAPHY
• www-vrl.umich.edu
• www.osc.edu
• web.mit.edu
• www.cs.jhu.edu
• www.ia.hiof.no
• www.opm.ctw.utwente.nl
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