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CONTENTS
Introduction of substation Mobile substation Various part of mobile substation Various difficulties of making of mobile substation Applications. Advantage Conclusion.
WHAT IS VR ?
An artificial environment created with the help of computer hardware
and software and presented to the user in such a way that it appears and feels like a real environment.
expensive hardware and software and are confined mostly to research laboratories.
In 1997,keppell proposed that VR should be looked
upon as a situation where a person was immersed into a computer generated environment that bore strong similarities with Reality.
A different way of defining VR, and perhaps the best so
far, is to center around the user and look at the style of interaction that takes place between the user and the computer-generated environment.
VIRTUAL ENVIRONMENT
The subject's sensory organs are manipulated in such
a way, that the perceived environment is associated with the desired Virtual Environment (VE) and not with the physical one.
The manipulation process is controlled by a computer
model that is based on the physical description of the VE. Consequently, the technology is able to create almost arbitrarily perceived environments.
WORKING
WORKING
WORKING
TYPES OF VR DEVICES
Head mounted display
Data Gloves. CAVE.
small LCD color screens, each optically channeled to one eye, for binocular vision. Special optics in front of the screens, for wide field of view A tracking system for precise location of user head
DATA GLOVES
The sensors measure the
bending angles of the joints of the thumb and the lower and middle knuckles of others fingers.
CAVE
The CAVE(TM) is a multi-person, room-sized, high-resolution, 3D
APPLICATIONS
Operations in dangerous environments. Medicines. Rehabilitation and help to disable people. Education and training
object. Gives the opportunities for insight. Provides experiences with new technologies through actual use. Encourages active participation rather than passive.
STATE OF ART
Computing power has doubled approximately every 18
immersive VR programs in our own homes by the year 2037. With the advancements in nanotechnology and quantum computing. 1999 -10% of the world's computing power was nonhuman 2029 99% of the worlds computing capacity will be nonhuman
CONCLUSION
It will grow and develop. As the technology matures, it will become better, cheaper and more accessible. The network that link computers will expand, making it possible for VR to weave its way into our daily lives. Clearly, the future of VR is limited only by our imaginations.
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