The document discusses Google Cardboard, a low-cost virtual reality headset developed by Google. It can turn smartphones into virtual reality displays. The cardboard headset contains lenses and magnets that allow users to view VR content on their phone through compatible apps. When placed in the headset, the phone's magnetometer detects button presses via magnet to control the VR experience. The headset allows users to explore various VR environments and experiences through apps like YouTube and Google Earth at a low price point, helping make VR more accessible.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
Virtual reality (VR) refers to interactive computer-simulated environments that immerse users in an artificial world. VR has its origins in the 1950s with flight simulators and has since developed to include head-mounted displays, audio components, and data gloves. While VR has applications in fields like manufacturing, education, and medicine due to its ability to provide realistic simulations, disadvantages include health concerns from extended use and the difficulty of truly replicating real-world experiences.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Virtual reality (VR) provides an immersive experience by convincing the user's senses that they are present in a simulated 3D world. The document discusses the history of VR from early devices like the Sensorama to modern head-mounted displays. It describes the basic components of a VR system including input devices, output displays, software, and factors affecting user experience. Examples of VR applications are given such as 360-degree video, architecture, training, and entertainment. Concerns about VR include the risk of simulator sickness and the potential for users becoming disconnected from reality.
Virtual reality allows users to visualize and interact with complex data through immersive 3D environments. Google Cardboard provides an inexpensive way to experience VR using only a smartphone, some cardboard, lenses, and magnets. It works by placing the phone in the cardboard headset and using a magnet button and head tracking to interact with VR apps. Google provides SDKs for developing Cardboard apps and various VR content through apps like YouTube 360 and projects like JUMP. While it lacks high-fidelity, Cardboard makes VR widely accessible at low cost.
Augmented reality (AR) enhances our view of the real world by overlaying computer-generated images, audio, and other sensory enhancements. An AR system combines real and virtual objects, is interactive in real-time, and registers virtual objects in 3D. AR has applications in education, military, tourism, and gaming by providing additional information and immersive experiences overlaid on the real world. Key components of an AR system include head-mounted displays, tracking technology like GPS and compasses, and mobile computing power.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Google card board And Expedition [virtual reality]Nitin Talap
Google Cardboard is a virtual reality platform developed by Google using cardboard and a smartphone. It allows users to view VR experiences inexpensively. Google Expeditions allows entire classrooms to take virtual field trips guided by a teacher's tablet. Students each receive cardboard headsets and phones to view VR content together, virtually exploring places like the ocean floor or Great Wall of China without leaving the classroom. The goal is to make VR accessible and enhance learning, though few developers currently exist.
Virtual reality (VR), sometimes referred to as immersive multimedia, is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It tracks users in real-time to give the impression of being in the simulated world. VR has been used since the 1950s in flight simulators and has since expanded to entertainment, design, education, and more. There are several types of VR including immersive, augmented, projected, and desktop. Key VR technologies include head-mounted displays, haptic interfaces, CAVE systems, and motion tracking. VR has many applications such as rehabilitation, training, education, design, and more. Major VR software includes VRML for creating virtual worlds on the web.
- The document provides an introduction to immersive reality, including virtual reality, augmented reality, and mixed reality. It discusses the history and types of these technologies.
- Examples of applications are given for each type of immersive reality, including gaming, medical, military, and more. Components of technologies like VR headsets and how they work are outlined.
- Challenges and benefits of these realities are compared. The Microsoft HoloLens mixed reality headset is discussed as a specific example.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Virtual reality refers to interactive simulated environments that can be experienced through head-mounted displays. The Oculus Rift is a popular virtual reality headset that uses displays and sensors to track head movements and immerse users in simulated worlds. While VR has applications in entertainment, education, and training, current headsets have limitations like low resolution, weight, and potential to cause motion sickness. Facebook acquired Oculus VR in 2014 to further develop more advanced consumer versions of the Rift and expand virtual reality experiences.
This document provides an overview of virtual reality including its definition, history, taxonomy, hardware, software, applications and future. It defines virtual reality as using computer modeling and simulation to interact with 3D environments. The history section describes early attempts at immersive viewing like Sensorama from the 1960s. It also outlines the key elements of a VR system like immersion, interactivity and feedback. Applications discussed include using VR for training in fields like military, aviation and medicine. The future of VR is presented as advancing towards holograms, augmented reality and more immersive head-mounted displays.
The document discusses virtual reality, defining it as using computer modeling and simulation to interact with artificial 3D environments through sight, sound, and other senses. It provides a brief history of virtual reality, from early systems using multiple projectors to today's head-mounted displays. The document also covers various applications of virtual reality in fields like military, medicine, education, and more.
This document provides an overview of virtual reality, including its definition, history, taxonomy, hardware, software, and applications. It begins with defining VR as using computer modeling to interact with 3D sensory environments. The history section describes early VR technologies from the 1950s onward. It then covers the taxonomy/classification of basic vs enhanced VR systems. The document outlines the key components of VR systems and various applications in fields like video games, medicine, and the military. In conclusion, it surveys both current and future uses of VR technology.
This document discusses screenless display technology, which enables displaying and transmitting information without the use of screens or projectors. It describes various types of screenless displays like visual displays, retinal displays, and synaptic interfaces that project images directly onto the retina or brain. The document outlines advantages like privacy, security and reduced hardware costs, as well as challenges like high costs and limited availability. It concludes that screenless displays are an emerging technology that may dominate future computing.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Kerong Gas Gas Recovery System Catalogue.pdfNicky Xiong熊妮
We provide carbon-free and energy-saving solutions for industrial waste gas recovery, including hydrogen, nitrogen, argon, helium, and more. Our advanced technology ensures efficient and sustainable management of waste gases, contributing to a cleaner environment and reduced energy consumption.
Predicting damage in notched functionally graded materials plates thr...Barhm Mohamad
Presently, Functionally Graded Materials (FGMs) are extensively utilised in several industrial sectors, and the modelling of their mechanical behaviour is consistently advancing. Most studies investigate the impact of layers on the mechanical characteristics, resulting in a discontinuity in the material. In the present study, the extended Finite Element Method (XFEM) technique is used to analyse the damage in a Metal/Ceramic plate (FGM-Al/SiC) with a circular central notch. The plate is subjected to a uniaxial tensile force. The maximum stress criterion was employed for fracture initiation and the energy criterion for its propagation and evolution. The FGM (Al/SiC) structure is graded based on its thickness using a modified power law. The plastic characteristics of the structure were estimated using the Tamura-Tomota-Ozawa (TTO) model in a user-defined field variables (USDFLD) subroutine. Validation of the numerical model in the form of a stress-strain curve with the findings of the experimental tests was established following a mesh sensitivity investigation and demonstrated good convergence. The influence of the notch dimensions and gradation exponent on the structural response and damage development was also explored. Additionally, force-displacement curves were employed to display the data, highlighting the fracture propagation pattern within the FGM structure.
The Control of Relative Humidity & Moisture Content in The AirAshraf Ismail
To many of us Relative Humidity (RH%) & Moisture Content (g/ kg) are confusing terms & we often don't know which one of them to choose in order to highlight our "Humidity" issues!
This post is to briefly address the definition of Relative Humidity, Moisture Content , Moisture Load Sources & Humidity Control Hazard!
In the global energy equation, the IT industry is not yet a major contributor to global warming, but it is increasingly significant. From an engineering standpoint we can achieve huge energy saving by replacing electronic signal processing with optical techniques for routing and switching, whilst longer fibre spans in the local loop offer further reductions. The mobile industry on the other hand has engineered 5G systems demanding ~10kW/tower due to signal processing and beam steering technologies. This sees some countries (i.e. China) closing cell sites at night to save money. So, what of 6G? The assumption that all surfaces can be smart signal regenerators with beam steering looks be a step too far and it may be time for a rethink!
On the extreme end of the scale we have AWS planning to colocate their latest AI data centre (at 1GW power consumption) along side two nuclear reactors because it needs 40% of their joint output. Google and Microsoft are following the AWS approach and reportedly in negotiation with nuclear plant owners. Needless to say that AI train ing sessions and usage have risen to dominate the top of the IT demand curve. At this time, there appears to be no limits to the projected energy demands of AI, but there is a further contender in this technology race, and that is the IoT. In order to satisfy the ecological demands of Industry 4.0/Society 5.0 we need to instrument and tag ‘Things’ by the Trillion, and not ~100 Billion as previously thought!
Now let’s see, Trillions of devices connected to the internet with 5G, 4G, WiFi, BlueTooth, LoRaWan et al using >100mW demands more power plants…
Agricultural Profitability through Resilience: Smallholder Farmers' Strategie...IJAEMSJORNAL
This study investigated the knowledge strategies and coping utilized by smallholder farmers in Guimba, Nueva Ecija to reduce and adjust to the effects of climate change. Smallholder farmers, who are frequently susceptible to climate change, utilize various traditional and innovative methods to strengthen their ability to withstand and recover from these consequences. Based on the results of this study, farmers in Guimba, Nueva Ecija demonstrate a profound comprehension of the adverse weather conditions, such as typhoons, droughts, and excessive rainfall, which they ascribe to climate change. While they have a fundamental understanding of climate change and its effects, their knowledge of scientific intricacies is restricted, indicating a need for information that is particular to the context. Although farmers possess knowledge about climate change, they are not actively engaging in proactive actions to adapt to it. Instead, they rely on reactive coping mechanisms. This highlights the necessity for targeted educational and communicative endeavors to promote the acceptance and implementation of approaches. Furthermore, the absence of available resources poses a significant barrier to achieving successful adaptation, highlighting the importance of pushing for inexpensive and feasible measures for adaptation. Farmers recognize the benefits of agroforestry and have started integrating the growth of fruit trees, particularly mangoes, into their coping techniques.
2. Virtual Reality (VR) is a way for humans to
visualize, manipulate and interact with
computers and extremely complex data.
3. In 1965, Ivan Sutherland expressed his ideas
of creating virtual or imaginary worlds.
In 1969, he developed the first system to
surround people in three dimensional
displays of information
The concept of virtual reality was mainly
used by the United States. They used it as
flight simulators to train pilots
Since then, virtual reality has developed in
many ways to become an emerging
technology of our time.
4. Virtual Reality Using Hardware
There is a number of hardware developed for the usage by Virtual
Reality. Among them some are explained below.
Head Mounted Display :
The Head mounted display consists of two miniature display
screens that produce the stereo scopic images and an optical
position tracking system that tracks the orientation of the humans
head in the Virtual world.
5. Virtual Reality Using Software
The most commonly used tools for developing 3d worlds are
VRML v1.0, VRML97, VRML v2.0, 3d Studio max, and other
such software. There are many concepts of developing the
virtual worlds using the software.
Programming:
The other tool available for developing the virtual worlds is by
programming. There are many programming languages by
which we can develop the virtual worlds. The best one we
prefer is by using VRML v2.0. Prior to this language, people
used to develop the virtual worlds using the traditional
programming language, JAVA.
6. Cyber sickness: Cyber sickness is a term to describe motion
sickness experienced by users of head-steered Virtual Reality
systems.
Low-fidelity: It is a type of sound recording which contains
technical flaws that make the recording sound different compared
with the live sound being recorded.
Very expensive
8. Virtual Reality Head Mounted Displays
DOMO nHance VR Headset Sony HMZ T3 3D HMD
Rs. 18,599.00 Rs. 65,699.00
Samsung Gear VR Headset Oculus Rift VR HMD
Rs. 13,479.00 Rs. 21,941.00
9. Virtual Reality has made exciting progress over the past several years.
Developing for VR still requires expensive, specializes hardware.
Thinking about how to make VR accessible to more people, A group
of VR Enthusiasts at Google experimented with using a smart-phone
to drive VR experiences.
Google Cardboard Virtual Reality Headset
10. This headset is designed by Google, But there is no official
manufacture for this device.
In this new Google product, the users are taken to the new world
of virtual reality.
It takes the real world and alters certain parameters to completely
change the viewing experience
11. The Google Cardboard was part of a Google 20% project where
employees are allowed to work on side projects in addition to their
normal everyday duties
This is a simple and inexpensive device. You can download apps
meant for this device and enhance your experience of using this
device
You can also use it to build your own things with the help of this
device.
13. 2) Lenses:
Two Asymmetric-BiConvex optical lenses. Lenses that have a
45mm focal distance might work. Biconvex lenses work best
because they prevent distortion around the edges.
15. First you need to download the Cardboard app from Google Play.
It's a large app - 74.63MB
16. Google Cardboard works by placing your phone at the optimal
distance away from the lenses.
17. Then, by using compatible apps, the lenses create a 3D effect
when held up to your eyes.
You can even move your head around, and the images will
respond as if you're in the same place as what's displayed on your
screen.
With the Google Cardboard app launched and your phone inside
the headset, you'll feel it vibrate. You can then look left and right
to scroll through the menu.
18. The little magnet on the side is actually a quite ingenious design
aspect of Google Cardboard. It's a button!
Since you can't touch your phone's screen while it's inside the
Cardboard, Google has provided this magnet that, when moved,
acts as if you've pressed your screen.
It uses your phone's magnetometer, which is usually used for
compass functions, to sense this and control it while it's in the
cardboard
20. The cardboard app comes with 7 experiences:
Earth: Fly where your fancy takes you on Google Earth.
Tour Guide: Visit Versailles with a local guide.
YouTube: Watch popular YouTube videos on a massive screen.
Exhibit: Examine cultural artifacts from every angle.
Photo Sphere: Look around the photo spheres you’ve captured.
Street Vue: Drive through Paris on a summer day.
Windy Day: Follow the story (and the hat) in this interactive
animated short from Spotlight Stories.
22. The Android SDK enables applications with features
including:
Lens distortion correction.
Head tracking.
3D calibration.
Side-by-side rendering.
Stereo geometry configuration.
User input event handling.
23. As movement of people is becoming more and The ability of
Virtual Reality to produce realistic worlds of data, objects and
environments, with which the users can interact and manipulate in
a realistic and an intuitive manner, opens up a vast wealth of
possibilities for work-related applications.
The concept of Virtual Reality provides an innovative mix of
entertainment, education and State-of-Art. Virtual reality
technology will transport guests to different worlds.