Exploring the immersive world of virtual reality.pptx

hariunik99 193 views 25 slides Aug 19, 2024
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About This Presentation

exploring the immersive world of virtual reality


Slide Content

Exploring the Immersive World of Virtual Reality B.HARI KRISHNA Y20CS3202

1 .INTRODUCTION 2.HISTORY 3.TYPES OF VIRTUAL REALITY 4.INPUT DEVICES 5.OUTPUT DEVICES 6.APPLICATIONS 7.PICTURE REPRESENTATION ABOUT VR 8.CONCLUSION

1.INTRODUCTION *Virtual Reality means feeling the imaginary(virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. *Virtual reality is the term used for computer generated 3D environments that allow the user to enter and interact with alternate realities. *The definition of 'virtual' is near and 'reality' is what we experience as human beings .

2.HISTORY Morton Leonard Heilig  (December 22, 1926 – May 14, 1997) was an AMERICAN FILMMAKER 1957:Morton heiling created the SENSORAMA , a multisensory simulator . 1 2 1960:Ivan Sutherland and his student Bob sproull developed the first head mounted display system

1980s and 1990s 1980s: Jaron Lanier popularized the term "virtual reality" and founded VPL Research, one of the first companies to sell VR products like the DataGlove and EyePhone . 1990s: VR gained public attention with arcade games and VR headsets like Sega VR and Virtuality. However, the technology was still in its infancy, with limitations in graphics and user experience.

3.TYPES OF VIRTUAL REALITY 3.1.IMMERSIVE VIRTUAL REALITY 3.2.SEMI IMMERSIVE VIRTUAL REALITY 3.3.NON IMMERSIVE VIRTUAL REALITY .

3.1.IMMERSIVE VIRTUAL REALITY Immersion into virtual reality is a perception of being physically present in a non-physical world. Elements of virtual environments that increase the immersiveness of the experience: 1.Continuity of surroundings 2.Conformance to human vision 3.Physical interaction

3.2.SEMI IMMERSIVE VIRTUAL REALITY Semi-immersive virtual reality (VR) refers to a type of VR experience that provides a more limited sense of immersion compared to fully immersive VR. This typically involves using large projection screens or multiple monitors, sometimes paired with VR headsets that offer a partial field of view. The goal is to create a more engaging environment than traditional displays while avoiding the need for full VR gear. Large display, but doesn't surround the user. It uses video cameras to track the image of the user in a virtual world where you can also pick up or move objects.

3.3.NON IMMERSIVE VIRTUAL REALITY Non-immersive virtual reality (VR) refers to a type of VR experience where users interact with a virtual environment primarily through standard display screens (like computer monitors or TVs) and traditional input devices (such as keyboards, mice, and game controllers), without feeling fully immersed in the virtual W orld. *Uses conventional computer monitors, TVs, or projector screens to display the virtual environment. * Does not require special headsets or goggles.

4.INPUT DEVICES PRIO VR RAZER HYDRA LEAP MOTION STEM MAGIC WAND CONTROL VR

5.OUTPUT DEVICES HEAD SET 3D AUDIO SENSING GLOVES HELSINKI

6.APPLICATIONS 6.1 VR IN BUSSINESS Virtual reality (VR) has significant potential in business applications, offering innovative solutions across various industries. Here are some key business applications of VR: 1. Training and Education Safety Training : Workers can be trained on safety protocols and emergency procedures in a controlled, virtual setting, reducing the risk of real-world accidents during training. 2. Product Design and Development Prototyping : Designers and engineers can create and test virtual prototypes before physical production, saving time and costs associated with traditional prototyping. Collaborative Design : Teams from different locations can collaborate in a shared virtual space, enhancing communication and speeding up the development process.

6.1.1.VIDEO EXPLANATION ABOUT AUTO MOBILE DESIGN

6.3 Healthcare Innovations VR technology has been integrated into healthcare for pain m a n a g e m e n t a n d t h e r a p y . P a t i e n t s c a n u n d e r g o v i r t u a l experiences to alleviate discomfort and anxiety. Surgeons also u s e V R f o r s u r g i c a l s i m u l a t i o n s , i m p r o v i n g p r e c i s i o n a n d r e d u c i n g r i s k s d u r i n g c o m p le x p r o c e d u r e s .

6.3.1 VIDEO CONTENT ABOUT SURGERY

3.3. Educational Applications In the field of education, VR has the potential to transform learning experiences. Students can engage in virtual field trips a n d s i m u l a t i o n s , g a i n i n g a d ee p e r u n d e r s t a n d i n g o f c o m p le x s u b j e c t s . V R a l s o o f f e r s o pp o r t u n i t i e s f o r d i s t a n c e le a r n i n g , m a k i n g e d u c a t i o n m o r e a cc e ss i b l e t o d i v e r s e p o p u l a t i o n s .

T h e b u s i n e s s s e c t o r h a s e m b r a c e d V R f o r v i r t u a l p r o t o t y p i n g a n d p r o d u c t demonstrations. Companies are leveraging V R t o c r e a t e i mm e r s i v e m a r k e t i n g e x p e r i e n c e s a n d v i r t u a l s h o w r oo m s . M o r e o v e r , V R t e c hn o l o g y o f f e r s i nn o v a t i v e s o l u t i o n s f o r r e m o t e w o r k a n d v i r t u a l meetings, transforming the future of work.

VR has revolutionized the entertainment industry by offering immersive gaming experiences and 360-degree videos. Users can engage in virtual a d v entu r es and e xplo r e fi c tional w o r lds, enhancing the overall entertainment experience. 6.2 Immersive Entertainment

7.Picture about the vr .

In conclusion, VR technology has transformed the way we interact with digital environments, offering diverse applications in entertainment, education, healthcare, and beyond. As VR continues to evolve, addressing challenges and ethical considerations will be paramount in realizing its full potential and ensuring i t s p o s i t i v e i m p a c t o n s o c i e t y . 8.Conclusion 1.Immersive Experiences 2.Enhanced Learning 3.Remote Collaboration 4.Healthcare Applications 5.Gaming Revolution 6.Privacy and Security 7.Future Potential

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