Virtual World

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Virtual World Group 11 Sahith Krishna Aditya Arun Gokul Nikhil Upadyaya Purva Khetan

Transcript of Virtual World

Virtual WorldGroup 11Sahith KrishnaAdityaArun GokulNikhil UpadyayaPurva Khetan

Contents

• Introduction

•History

•Types

•Working

•Applications

• future

Introduction

• Virtual worlds are persistent virtual environments in which people experience others as being there with them - and where they can interact with them.

History

• 1860: Virtual reality can trace its roots to the 1860s, when 360-degree art through panoramic murals began to appear.

• 1966 : Thomas A. Furness III introduces a visual flight simulator for the Air Force.

• 1968 : Ivan Sutherland created augmented reality (AR) head-mounted display (HMD) system.

History

• 1991 : Sega announces the Sega VR headset for arcade games and the Mega Drive console

• 2007: Google introduces 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.

• 2014: Facebook purchases a company that makes virtual reality headsets, Oculus VR, for $2 billion.

Non-immersive systems

• Large display, but doesn’tsurround the user.• Desktops, LCD TVs• Ex: Playstation

Virtual Reality Systems

Augmented reality

• Stay in real world, but see simulated objects

• customizable

Motion tracking Combination of computer

chips, sensors and cameras torecord humans in motion andcreate digital doppelgangersthat move the same way.

Designed for head and handtracking in VR games,simulations, animations, andvisualizations.

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Cave Automatic Virtual Environment (CAVE)

Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube.

A head tracking system continuously adjust the stereo projection to the current position of the leading viewer.

Head-Mounted Display (HMD)

A Helmet or a face mask providing the visual and auditory displays.

Use LCD or CRT to display stereo images.

May include built-in head-tracker and stereo headphones

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Data Glove

• Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment.

• Enables natural interaction with virtual objects by hand gesture recognition.

Leap Motion Control

• Electric Field sensors

• No Gloves needed

• Simple hand gestures

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Technologies of VR--Software

VRML(Virtual Reality Modeling Language)

Standard language for interactive simulation within the World Wide Web.

Programming libraries. (C & C++).

Allows to create "virtual worlds“

VR models can be viewed by Netscape or IE with a browser plug-in.

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Architecture of VR System

Input Processor > Simulation Processor > Rendering Processor and World Database.

Input

ProcessorRendering

Processor

World Database

Simulation

Processor

visual,

auditory,

haptic,

touch…

Position &

Orientation

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Components of VR System (Cont’d)

Input Processor• Control the devices used to input information to the computer. The

object is to get the coordinate data to the rest of the system with minimal lag time.

• Keyboard, mouse, 3D position trackers, a voice recognition system, etc.

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Components of VR System (Cont’d)

Simulation Processor

– Core of a VR system.

– Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world.

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Components of VR System (Cont’d)

Rendering Processor

– Create the sensations that are output to the user.

– Separate rendering processes are used for visual, auditory, haptic and other sensory systems. Each renderer take a description of the world stat from the simulation process or derive it directly from the World Database for each time step.

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Components of VR System (Cont’d)

World Database (World Description Files)

– Store the objects that inhabit the world, scripts that describe actions of those objects.

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Applications

Entertainment• More vivid

• Move exciting

• More attractive

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Applications (Cont’d)

Medicine Practice performing surgery.

Perform surgery on a remote patient.

Teach new skills in a safe, controlled environment.

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Applications (Cont’d)

oManufacturing• Easy to modify• Low cost• High efficient

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Applications (Cont’d)oEducation & Training

• Driving simulators.

• Flight simulators.

• Ship simulators.

• Tank simulators.

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Current problems

Cybersickness / simulator sickness

Low-fidelity

Expensive

Lack of integration between application

packages

The Future of Virtual Reality

• Virtual Reality is a growing industry

• PC and specialized hardware are getting better, faster and cheaper because of development in VR.

• Maybe 3D user interfaces will replace the windows based ones?

• Huge demand for VRML programmers in near future.

• Revolution in gaming industries

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Summary

oVisualization of complicated, large data is helpful for understanding and analysis.

oVR offers us a new way to interact with computer.

oVR enables us to experience the virtual world that is impossible in real world.

oVR is changing our life, eventually VR will increasingly become a part of our life.

Group 11

Sahith Purva Arun Aditya Upadyaya