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Virtual Reality

An Emerging Technology on Electronics

Presented by:
Abu, Princess Joyce D. Garcia, Maria Michaella Loren M.
Briñas, Arizza G. Gonzalbo, Crisyle R.
Callueng, Angel F. Nuñez, Djon Antonio I.
Cardona, Hesusa Krisani M. Pamplona, Bea Carmella O.
Contreras, Clarisse Anne S. Rondero, Uri Anne J.
De Leon, Paul Lenard M.
Contents
01 Introduction

02 History

03 Technology

04 Forms and Methods

05 Concerns and Challenges

06 Applications
Introduction
INTRODUCTION

What is Virtual Reality?


How does it work?
INTRODUCTION

Virtual reality is an artificial environment that is


created with software and presented to the user
in such a way that the user suspends belief and
accepts it as a real environment.
INTRODUCTION

Difference between Virtual


Reality and Augmented
Reality
INTRODUCTION

Virtual reality is:


• Believable
• Interactive
• Computer-generated
• Explorable
• Immersive
History
HISTORY
1939 – View-Master, a stereoscopic visual simulator,

was introduced.
HISTORY
1962 – Morton Heilig built a prototype called the

Sensorama.
HISTORY
1968 – first head-mounted display system (HMD) was created

by Ivan Sutherland.

1980 – the term “virtual reality” was popularized by Jaron Lanier.


HISTORY
2010 - Palmer Luckey designed the first prototype of

the Oculus Rift.


HISTORY
2014 to present - there have been at least 230 companies

developing VR-related products. (Amazon, Apple, Google,

Microsoft, Sony, Samsung, etc)


Technology
TECHNOLOGY
A Virtual Reality setup is composed of two

parts:

1. Input Devices

2. Output Devices
TECHNOLOGY
Input Devices

• Wand Controllers
• Tracking System
• Motion Tracking Suit
• Omnidirectional Treadmill (ODT)
TECHNOLOGY
Input Devices
Wand Controllers
• 3DoF - Controllers with 3 degrees of freedom (3DoF) are limited to
rotational tracking. 3DoF controllers have no positional tracking
meaning we can’t reach out nor move our hand back-and-forth or up-
and-down. Having a controller with only 3DoF is like having a hand
and wrist without an arm.
TECHNOLOGY
Input Devices
Wand Controllers
• 6Dof - Controllers with 6 degrees of freedom (6DoF) have both rotational and
positional tracking. Unlike controllers with 3DoF which are constrained to orientation,
controllers with 6DoF are able to move freely in 3D space. 6DoF allows us to reach
forward, behind our backs, move our hands across our body or close to our face.
Having 6DoF is like reality where we have both hands and arms.
TECHNOLOGY
Input Devices
Tracking System - It accurately tracks the position and
orientation of the user's head-mounted Display and controllers in
real time. It uses alternating sweeps of horizontal and vertical
lasers to pass over the VR Headset and controllers which are
covered in small sensors that detect that lasers as they go by.
TECHNOLOGY
Input Devices
Motion Tracking Suit - a series of sensors strapped to the
body that allow for skeletal movement to be accurately digitised.
TECHNOLOGY
Input Devices
Omnidirectional Treadmill (ODT) – It is a mechanical device, similar to a
typical treadmill, that allows a person to perform locomotive motion in any
direction, allowing for 360 degrees of movement.
TECHNOLOGY
Output Devices
CLASSIFICATION OF OUTPUT DEVICES
1. Graphics (Visual)
• Head Mounted Displays (HMD)
• Binocular Omni Oriented Monitors (BOOM)
2. Audio (Aural)
• Positional Audio
3. Haptic (Contact/Force)
• Haptic Gloves
• Haptic Bodysuit
TECHNOLOGY
Output Devices (Visual)
Head Mounted Displays (HMD) - A device worn on the head that has a
small display optic in front of one or each eye.
TECHNOLOGY
Output Devices (Visual)
Binocular Omni Oriented Monitors (BOOM) - Complex devices that
supports both mechanical tracking and stereoscopic displaying technology.
TECHNOLOGY
Output Devices (Aural)
Virtual reality works via positional, multi-speaker audio called
Positional Audio . It gives illusion of a 3D world.
TECHNOLOGY
Output Devices (Contact/Force)
Haptic Gloves - uses actuators, pneumatics and hydraulics to
create a sense of touch.
TECHNOLOGY
Output Devices (Contact/Force)
Haptic Bodysuit - uses neuromuscular stimulations to stimulate
the sense of touch.
Forms and
Methods
FORMS AND METHODS
Forms
1. Driving Simulator
2. Projector-based virtual reality
3. Desktop-based virtual reality
4. Head-mounted display (HMD)
5. Treadmills and Haptic Gloves
FORMS AND METHODS
Forms
Driving Simulator - give the driver on board the impression of actually
driving an actual vehicle by predicting vehicular motion caused by driver
input and feeding back corresponding visual, motion and audio cues to the
driver.
FORMS AND METHODS
Forms
Projector-based virtual reality - modeling of the real environment plays a
vital role in various virtual reality applications, such as robot navigation,
construction modeling, and airplane simulation. Usually, camera is used for
modeling small objects at a short distance.
FORMS AND METHODS
Forms
Desktop-based virtual reality - involves displaying a 3D virtual world on a
regular desktop display without use of any specialized positional
tracking equipment.
FORMS AND METHODS
Forms
Desktop-based virtual reality
FORMS AND METHODS
Forms
Treadmills and Haptic Gloves - the Virtuix Omni Treadmill is ideal for
allowing its user to take the VR experience to another level. They can safely
walk, run, or even jump in 360-degrees, exploring simulated worlds and
exercising at the same time.
And then there’s the question of mimicking another key sense – touch.
Haptic gloves, such as the ones developed by Manus VR, will track hand
movement using sensors, while vibrations will provide tactile feedback as
users navigate their way through games.
FORMS AND METHODS
Forms
Treadmills and Haptic Gloves
FORMS AND METHODS
Forms
Head-mounted display (HMD) - more fully immerses the user in a virtual
world.
A virtual reality headset typically includes two small high
resolution OLED or LCD monitors which provide separate images for each
eye for stereoscopic graphics rendering a 3D virtual world, a binaural
audio system, positional and rotational real-time head tracking for six
degrees of movement.
FORMS AND METHODS
Types of HMD
1. Oculus Rift
2. HTC Vive
3. Samsung Gear VR
4. Google Cardboard
FORMS AND METHODS
Types of HMD
Oculus Rift
• plans on being the gold standard of Virtual Reality HMDs.
• Specifically designed for video gaming. it has a high field of view,
delivering the very best in immersive virtual experiences.
• Purchased by Facebook in 2014
FORMS AND METHODS
Types of HMD
Oculus Rift
FORMS AND METHODS
Types of HMD
HTC Vive
• brought to us in partnership with Valve and powered by Steam VR
• the leading VR headset and controller combo on the market today.
• Its best-in-class technology and content mark it out as a powerful, sleek,
and innovative piece of kit.
FORMS AND METHODS
Types of HMD
HTC Vive
FORMS AND METHODS
Types of HMD
Samsung Gear VR
• A little bit more affordable than the Oculus Rift
• Samsung’s VR headset is still powered by Oculus all the same.
• It does require a smartphone device to power it, and naturally works best
with Samsung brand phones such as the Galaxy S6, S6 Edge, S7, and
S7 Edge.
FORMS AND METHODS
Types of HMD
Samsung Gear VR
FORMS AND METHODS
Types of HMD
Google Cardboard
• Another VR headset option for use with your phone,
• a great deal cheaper than most other HMDs. And it couldn’t be easier to
use.
FORMS AND METHODS
Types of HMD
Google Cardboard
FORMS AND METHODS
Kinds of Virtual Reality
1. Window on World
2. Immersive System
3. Telepresence
FORMS AND METHODS
Kinds of Virtual Reality
Window on World
• This particular Virtual Reality system is perfect for the field of medicine.
FORMS AND METHODS
Kinds of Virtual Reality
Immersive System
• The next step beyond the Window on World view is the immersion using a
virtual headset.
FORMS AND METHODS
Kinds of Virtual Reality
Telepresence
• Telepresence is exactly what it sounds like: tele, “at a distance”,
and presence, “being present”.
• The sensors are therefore controlled and operated remotely by the user.
Consider bomb disposal robots, undersea exploration, and drones as
being operated via telepresence VR.
FORMS AND METHODS
Methods
1. Head-mounted display (HMD)
2. Augmented Reality (AR)
3. Mixed reality (MR)
4. Cyberspace
FORMS AND METHODS
Methods
Augmented Reality (AR)
• A type of virtual reality technology that blends what the user sees in their
real surroundings with digital content generated by computer software. AR
systems layer virtual information over a camera live feed into a headset or
smartglasses or through a mobile device giving the user the ability to view
three-dimensional images.
FORMS AND METHODS
Methods
Augmented Reality (AR)
FORMS AND METHODS
Methods
Mixed reality (MR)
• The merging of the real world and virtual worlds to produce new
environments and visualizations where physical and digital objects co-
exist and interact in real time. MR tries to combine the best aspects of VR
and AR.
FORMS AND METHODS
Methods
Cyberspace
• It is a networked virtual reality computer world. It is the “space” that exist
only as a data inside our computer.
Concerns and
Challenges
CONCERNS & CHALLENGES

• Health and Safety


• Privacy
• Conceptual and Philosophical Concerns
CONCERNS & CHALLENGES
Health and Safety
• Most VR systems come with consumer warnings, including:
• Seizures
• Developmental issues in children
• Trip-and-fall and collision warning
• Discomfort
• Repetitive stress injury
• Interference with medical devices
CONCERNS & CHALLENGES
Health and Safety
Symptoms common among people ages 20 and below (while using VR
headsets):
• Twitches
• Seizure
• Blackouts

VR headsets may regularly cause eye fatigue

*Children are advised against using VR headsets


CONCERNS & CHALLENGES
Health and Safety
Virtual Reality sickness
• Also known as cybersickness
• Similar to motion sickness symptoms:
• General discomfort
• Headache
• Stomach awareness, etc.
CONCERNS & CHALLENGES
Health and Safety

Nintendo’s Virtual Boy


CONCERNS & CHALLENGES
Privacy
The technology is vulnerable to mass surveillance. It will
increase the potential and reduce costs for information
gathering of personal actions, movements and responses.
CONCERNS & CHALLENGES
Conceptual and Philosophical Concerns
According to Mychilo S. Cline (2005), virtual reality
techniques will be developed to influence human behavior .
Applications
APPLICATIONS
Where is virtual reality used?
• Military
• Healthcare
• Scientific Visualization
• Education
• Engineering
• Telecommunications
APPLICATIONS
Virtual Reality in the Military
• Virtual reality has been adopted by the military – this includes all three services
(army, navy and air force) – where it is used for training purposes. This is
particularly useful for training soldiers for combat situations or other dangerous
settings where they have to learn how to react in an appropriate manner.
APPLICATIONS
Virtual Reality in Healthcare
• Healthcare is one of the biggest adopters of virtual reality which encompasses
surgery simulation, phobia treatment, robotic surgery and skills training.
• One of the advantages of this technology is that it allows healthcare
professionals to learn new skills as well as refreshing existing ones in a safe
environment. Plus it allows this without causing any danger to the patients.
APPLICATIONS
Virtual Reality and Scientific Visualisation
• Virtual reality is being increasingly used in the field of scientific
visualization. This field is based upon using computer graphics to
express complex ideas and scientific concepts, for example
molecular models or statistical results.
APPLICATIONS
Virtual Reality and Education
• Education is another area which has adopted virtual reality for
teaching and learning situations. The advantage of this is that it
enables large groups of students to interact with each other as well
as within a three dimensional environment.
APPLICATIONS
Virtual Reality in Engineering
• Virtual reality engineering includes the use of 3D modelling tools and
visualization techniques as part of the design process. This technology enables
engineers to view their project in 3D and gain a greater understanding of how it
works. Plus they can spot any flaws or potential risks before implementation.
APPLICATIONS
Virtual Reality in Telecommunications
• Telecommunications is another field which has utilized virtual reality
technology, in particular mobile communications which enables easy
access to a variety of VR based projects.
Thank You

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