VR 2
VR 2
VIRTUAL REALITY
A.V.V.A . Pavan kumar
Depatment Of ECE
Table of Contents
INTRODUCTION ............................................................................................................................ 3
HISTORY .................................................................................................................................... 6
Technology .............................................................................................................................. 7
Applications ...................................................................................................................... 10
Conclusion.................................................................................................................... 13
BIBLOGRAPHY ..................................................................................................... 15
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Table of Figures
Figure 1: Different fields of VR
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Figure 2: Nasa Amens
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Figure 3: Stereoscopic visual simulator
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Figure 4: Evolution of VR
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Figure 5: Usage of VR in different fields
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INTRODUCTION :
HISTORY
20TH CENTURY :
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could
encompass all the senses in an effective manner, thus drawing the viewer into
the on screen activity. He built a prototype of his vision dubbed the
Sensorama in 1962, alongwith five short films to be displayed in it while
engaging multiple senses(sight, sound, smell, and touch). Predating digital
computing, the Sensorama was a mechanical device.
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Technology
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• Hardware
Modern virtual reality headset displays are based on technology developed for
smartphones including: gyroscopes and motion sensors for tracking head, body,
and hand positions; small screens for stereoscopic displays; and small,
lightweight and fast computer processors. These components led to relative
affordability for independent VR developers, and led to the 2012 Oculus Rift
Kickstarteroffering the first independently developed VR headset.
Special input devices are required for interaction with the virtual world. Some
of the most common input devices are motion controllers and optical
tracking sensors. In some cases, are used. Controllers typically use optical
tracking systems (primarily infrared cameras) for location and navigation, so
that the user can move freely without wiring.
Some input devices provide the user with to the hands or other parts ofthe
body, so that the user can orientate themselves in the three- dimensional world
through haptics and sensor technology as a further sensory sensation and carry
out realistic simulations.
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• Software
Applications :
Virtual reality is most commonly used in entertainment applications suchas video
games, 3D cinema, amusement park rides including dark
rides and social virtual worlds. Consumer virtual reality headsets werefirst
released by video game companies in the early-mid 1990s.
released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR),setting off a
new wave of application development.
3D cinema has been used for sporting events, pornography, fine art,music
videos and short films. Since 2015, roller coasters and theme parks have
incorporated virtual reality to match visual effects with hapticfeedback.
During the COVID-19 pandemic, social VR has also been used as amental-
health tool in a form of self-administered, non-traditional cognitive
behavioural therapy.
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Virtual reality programs are being used in the rehabilitation processes with
elderly individuals that have been diagnosed with Alzheimer's disease. This
gives these elderly patients the opportunity to simulate real experiences that
they would not otherwise be able to experience due to their current state.
17 recent studies with randomized controlled trials have shown that virtual
reality applications are effective in treatingcognitive deficits with neurological
diagnoses. Loss of mobility in elderlypatients can lead to a sense of loneliness
and depression.
Virtual reality is able to assist in making aging in place a lifeline to anoutside
world that they cannot easily navigate.
Figure 4: Evolution of VR
Conclusion
In conclusion, the future of virtual reality is incredibly bright. The
advancements in VR technology, such as Meta Quest, are pushing the
boundaries of what is possible in terms of immersion and realism. VR
has the potential to revolutionize gaming, entertainment, education,
training, and various industries. Despite challenges and limitations, the
projected growth of the VR market indicates a promising future. As VR
continues to evolve and improve, we can look forward to more realistic
and interactive digital experiences that will transform the way we live,
work, and play. The future holds exciting prospects for VR, and we are
on the brink of a new era of immersive technology.[02.]
Figure 5: Usage of VR in different fields [03]
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BIBLOGRAPHY :
Bibliography
04. : alamy, ,
01. : wikipedia, , 2020
02. : American university school of education ,
, 03: Insight, ,