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Virtual Reality

Virtual Reality

Virtual reality (VR) typically refers to computer technologies that use software to generate 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, by enabling the user to interact with this space and any objects depicted therein using specialized display screens or projectors and other devices.

Jehoshaphat Abu

July 06, 2015
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  1. Introduction • Virtual Reality (VR), can be referred to as

    immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Simulation, is the process of running a model. A computer model is the algorithms and equations used to capture the behaviour of the system being modelled
  2. VR is using computer technology to create a simulated, three-

    dimensional world that a user can manipulate and explore while feeling as if he were in that world. Scientists, theorists and engineers have designed dozens of devices and applications to achieve this goal.
  3. Most up to date virtual reality environments are displayed either

    on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users Stereoscopy is a technique that creates the illusion of three-dimensional depth from given two-dimensional images.
  4. The simulated environment can be similar to the real world

    in order to create a lifelike experience—for example, in simulations for pilot or combat training U.S. Navy personnel using a mock VR parachute trainer.
  5. Virtual reality is often used to describe a wide variety

    of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head- mounted displays, datagloves, and miniaturization have helped popularize the notion.
  6. Opinions differ on what exactly constitutes a true VR experience,

    but in general it should include: • Three-dimensional images that appear to be life-sized from the perspective of the user • The ability to track a user's motions, particula­rly his head and eye movements, and correspondingly adjust the images on the user's display to reflect the change in perspective
  7. In this seminar, we'll look at the following in VR:

    • Origins Of VR • History Of VR • Impact Of VR • Use Of VR • Implementation Of VR • Concerns and challenges • Pioneers and notables In VR
  8. Origins Of VR The term "artificial reality", coined by Myron

    Krueger, has been in use since the 1970s; however, the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor, and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as "la réalité virtuelle", a virtual reality in which, in Erik Davis's words, "characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas"
  9. Before the 1950’s The first traces of virtual reality came

    from the world of science fiction. Stanley G. Weinbaum’s "Pygmalion's Spectacles" is recognized as one of the first works of science fiction that explores virtual reality. The short story describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch.
  10. 1950 – 1970 • In the 1950s, Morton Heilig wrote

    of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. • In 1966, Thomas A. Furness III introduces virtual reality technology to the Air Force in the form of a visual flight simulator. • In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality head- mounted display (HMD) system.
  11. 1970 – 1990 Also notable among the earlier hypermedia and

    virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city
  12. 1990 – 2000 In 1991 Sega announces the Sega VR

    headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.
  13. 2000 – present day • In 2001 SAS3 or SAS

    Cube has been the first PC based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack. • By 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.
  14. • In 2013 Nintendo files a patent for the concept

    of using VR technology to produce a more realistic 3D effect on a 2D television. A camera on the TV tracks the viewer's location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. "For example, if you were looking at a forest, you could shift your head to the right to discover someone standing behind a tree. • On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2 billion
  15. • Sony announces Project Morpheus, a virtual reality headset for

    the PS4. Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones. • Around the same time, Google and others invested more than $500m into Magic Leap, a startup company that is working on head- mounted devices which superimpose 3D computer-generated imagery over real world objects, by projecting a digital light field into the user's eye.
  16. • Since 2013, there have been several virtual reality devices

    that seek to enter the market to complement Oculus Rift to enhance the game experience. • One, Virtuix Omni, is based on the ability to move in a three dimensional environment through an omnidirectional tape. And Gloveone, the first glove developed for Pressive sensation to stimulate touch and make it appear that the user has something in his hand.
  17. • In February/March 2015, HTC partnered with Valve Corporation announced

    their virtual reality headset HTC Vive and controllers, along with their tracking technology called Lighthouse, which is indicated on the Steam (software) platform to have a release date of November 2015.
  18. Another upcoming VR headset called HTC Vive, developed in co-production

    between HTC and Valve Corporation. acquired in 2014 for $2 billion
  19. A 2013 developer version of Oculus Rift from Oculus VR,

    a company Facebook acquired in 2014 for $2 billion
  20. Impact • Mychilo S. Cline, in his book Power, Madness,

    and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. • Another such speculation has been written up on how to reach ultimate happiness via virtual reality. He also argues that techniques will be developed to influence human behavior, interpersonal communication, and cognition. As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture
  21. Heritage and archaeology • Virtual reality enables heritage sites to

    be recreated extremely accurately, so that the recreations can be published in various media. The original sites are often inaccessible to the public, or may even no longer exist This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements
  22. Education • Strides are being made in the realm of

    education, although much needs to be done. The possibilities of VR and education are endless and bring many advantages to pupils of all ages.
  23. Fiction • Many science fiction books and films have imagined

    characters being "trapped in virtual reality. • An anime called Sword Art Online involves the concept of virtual reality, and the possibility of dying in real life when a player dies in the game. • In 1999, The Matrix and later sequels explored the possibility that our world is actually a vast Virtual Reality (or more precisely, simulated reality) created by artificially intelligent machines. • In the film Avatar (2009) the humans are hooked up to experience what their avatars perform remotely.
  24. Video games • The use of graphics, sound and input

    technology in video games can be incorporated into VR. • Sony announced their rival to the Oculus Rift technology as the prototype Project Morpheus at the Game Developers Conference during March 2014. • In 2015, Valve Corporation announced their own VR technology, SteamVR/OpenVR, partnering with HTC to make a headset called HTC Vive and controllers.
  25. Fine arts Canadian artist Char Davies created immersive VR art

    pieces Osmose (1995) and Ephémère (1998)
  26. Music Immersive virtual musical instruments build on the trend in

    electronic musical instruments to develop new ways to control sound and perform music such as evidenced by conferences like NIME (New Interfaces for Musical Expression)
  27. Therapy The primary use of VR in a therapeutic role

    is its application to various forms of exposure therapy, ranging from phobia treatments to newer approaches to treating PTSD
  28. Training • The usage of VR in a training perspective

    is to allow professionals to conduct training in a virtual environment where they can improve upon their skills without the consequence of failing the operation. e.g VR is also used in flight simulation for the Air Force where people are trained to be pilots
  29. Manufacturing • Virtual reality can serve to new product design,

    helping as an ancillary tool for engineering in manufacturing processes, new product prototypes, and simulation. Among other examples, electronic design automation, CAD, Finite Element Analysis, and computer-aided manufacturing are widely utilized programs NB: Beyond modeling assembly parts, 3D computer graphics techniques are currently used in the research and development of medical devices for therapies, treatments, patient monitoring and early diagnoses of complex diseases.
  30. Urban design • In 2007 development began on a virtual

    reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans. • In 2010, 3D virtual reality was becoming widely used for urban regeneration and planning and transport projects
  31. Concerns and challenges • Virtual reality technology faces a number

    of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; • computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; • the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate,
  32. • and navigating the non-virtual environment (if the user is

    not confined to a limited area) might prove dangerous without external sensory information. • Recently, there are rising concerns that with the advent of virtual reality, that some users may experience Virtual Reality Addiction.
  33. Frederick Phillips Brooks, Jr. (born April 19, 1931) is an

    American computer architect, software engineer, and computer scientist, best known for managing the development of IBM's System/360 family of computers and the OS/360 software support package, then later writing candidly about the process in his seminal book The Mythical Man- Month. Brooks has received many awards, including the National Medal of Technology in 1985 and the Turing Award in 1999.
  34. Maurice Benayoun (born 29 March 1957 in Mascara, Algeria) is

    a French pioneer new- media artist and theorist based in Paris and Hong Kong. His work employs various media, including (and often combining) video, immersive virtual reality, the Web, wireless technology, performance, large-scale urban art installations and interactive exhibitions.
  35. James Henry Clark (born March 23, 1944) is an American

    entrepreneur and computer scientist. He founded several notable Silicon Valley technology companies, including Silicon Graphics, Inc., Netscape Communications Corporation, myCFO and Healtheon. His research work in computer graphics led to the development of systems for the fast rendering of three-dimensional computer images.
  36. Industry use The companies working in the virtual reality sector

    fall broadly into three categories of involvement: hardware (that is, making headsets and input devices specific to VR), software (that is, producing software for interfacing with the hardware or for delivering content to users) and content creation (that is, producing content, whether interactive or passive, for consumption with VR hardware.
  37. Headsets: (Hardwares) • Carl Zeiss (Carl Zeiss Cinemizer) • Facebook

    (Oculus Rift) • HTC (HTC Vive) • Razer (OSVR) • Google (Google Cardboard) • Samsung (Samsung Gear VR) • Sony Computer Entertainment (Project Morpheus) • Microsoft (Microsoft HoloLens) • Homido