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Virtual Reality

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Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work

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Introduction

 What is Virtual Reality(VR)?


Virtual Reality refers to a high-end user
interface that involves real-time
simulation and interactions through
multiple sensorial channels.
.

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Introduction (Cont’d)
 Why VR?
VR is able to immerse you in a
computer-generated world of your own
making: a room, a city, the interior of
human body. With VR, you can explore
any uncharted territory of the human
imagination.

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Brief History
 In 1950s, flight simulators were built by US Air
Force to train student pilots.
 In 1965, a research program for computer
graphics called “The Ultimate Display” was
laid out.
 In 1988, commercial development of VR
began.
 In 1991, first commercial entertainment VR
system "Virtuality" was released.

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Types of VR System

 Windows on World(WoW)
– Also called Desktop VR.
– Using a conventional computer monitor to
display the 3D virtual world.
 Immersive VR
– Completely immerse the user's personal viewpoint inside
the virtual 3D world.
– The user has no visual contact with the physical word.
– Often equipped with a Head Mounted Display (HMD).

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Types of VR System(Cont’d)

 Telepresence
– A variation of visualizing complete computer
generated worlds.
– Links remote sensors in the real world with the senses of
a human operator. The remote sensors might be located
on a robot. Useful for performing operations in dangerous
environments.

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Types of VR System(Cont’d)

 Mixed Reality(Augmented Reality)


– The seamless merging of real space and virtual space.
– Integrate the computer-generated virtual objects into the
physical world which become in a sense an equal part of
our natural environment.

Distributed VR
– A simulated world runs on several computers which are
connected over network and the people are able to
interact in real time, sharing the same virtual world.

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VR Examples (Cont’d)

 Telepresence VR

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VR Examples (Cont’d)

 Augmented VR

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VR Examples (Cont’d)

 Distributed VR

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Technologies of VR--Hardware

 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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Technologies of VR--Hardware
 Binocular Omni-Orientation Monitor (BOOM)
 Head-coupled stereoscopic display device.
 Uses CRT to provide high-resolution display.
 Convenient to use.
 Fast and accurate built-in tracking.

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Technologies of VR--Hardware
 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.

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Technologies of VR--Hardware

 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.

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Technologies of VR--Hardware

 Control Devices
– Control virtual objects in 3 dimensions.

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Technologies of VR--Software
 VRML(Virtual Reality Modeling Language)
 Standard language for interactive simulation
within the World Wide Web.
 Allows to create "virtual worlds" networked via
the Internet and hyperlinked with the World
Wide Web.
 Aspects of virtual world display, interaction and
internetworking can be specified using VRML
without being dependent on special gear like
HMD.
– 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.
visual,
auditory,
Position & haptic,
Orientation touch…

Input Rendering
Processor Processor

Simulation
Processor

World Database
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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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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)
 Education & Training
– Driving simulators.
– Flight simulators.
– Ship simulators.
– Tank simulators.

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Current problems & Future work
 Cybersickness / simulator sickness
 Low-fidelity
 Expensive
 Lack of integration between application packages

 High-fidelity system
 Cost-saving
 Collaborative
 High-level contact between participants in distributed
VR
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Summary
 Visualization of complicated, large data is
helpful for understanding and analysis.
 VR offers us a new way to interact with
computer.
 VR enables us to experience the virtual world
that is impossible in real world.
 VR is changing our life, eventually VR will
increasingly become a part of our life.

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Distance Learning
 or
 Distance education
 An Alternative Learning

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 Distance Learning has a long history.
 It began over 150 years ago in the form of
correspondence , or home study, courses
(Reinert & Fryback, 1997) and has evolved
to its newest form of Web-based courses.
 Distance Learning as any method used to
connect teachers & learners who are
geographically separated.

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 Distance Learning today encompasses
correspondence courses and courses
delivered by satellites, television
broadcasting, or telephone lines.
 The technology involves two-way audio and
video technology .
 Courses delivered by computer via internet
& the World Wide Web (WWW) are
proliferating.
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Advantages
&
Disadvantages
of

DISTANCE LEARNING

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 The literature describes the benefits and
drawbacks of distance learning (also called
distributed learning) from the perspectives
of both the learner and the teacher.
 The foremost benefit is that people is that
people in rural areas or those who are
homebound can have greater access to info.
and higher ed.

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 Learners who had to travel several hours to
attend courses or educational sessions in
the past can now receive info. In their
homes and local sites.
 Other benefits include the accessibility to a
larger variety of pace, the self-directed
nature of learning experience, and the
opportunity to learn more about technology.

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 The primary drawbacks of Distance
Learning include lack of in-person
face-to-face contact with the teacher as
well as the technology glitches that may be
as serve as the system ‘s shutting down and
being inaccessible.

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 Some learners may not be able to access the
hardware and software they need, and some
may struggle with learning to use the
technology at the time when they are
supposed to be learning content.
 Some may not learn well with less structure in
the educational experience, and some may
experience feelings of alienation. (Cartwright,
2000; Carwile & Murrell, 2004; Cook et al.,
2004).

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 As a result of these drawbacks student
withdrawal rates are higher in DL courses
than in traditional courses.

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Clinical Ed. in DL
 One more issue that is common to the
various form of DL is the provision of
clinical ed.
 If some form of video or computer
technology is being used, and learners do
not have to come to a campus or central
clinical agency, how is clinical learning
achieved?

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 The answer is that generally learners are
paired up with preceptors in clinical sites
near their homes (Mills, 2000; O’Neil,
Fisher, & Newbold, 2004). A clinical site
coordinator may be hired to arrange these
placements (Osborne, Stone, & Ernst, 2005;
Sobralske & Naegele, 2001).

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Interactive TV Classes

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 ITV technology can be used to deliver info.
to college students, staff nurses, and
patients.
 The majority of users are probably colleges
and universities.
 However, large hospitals, medical centers,
& health maintenance organizations are also
using ITV classrooms for staff
development.

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 Hospital conglomerates and consortiums
can maximize the efficiency of some staff
development programs by sending them to
several sites at one time.
 Programs for patients and clients in patient
in remote geographic areas are beginning to
grow.

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 For ex.
One large regional hospital transmitted to
childbirth preparation class to a remote
small rural hospital, with very good results
(Byers, Hilgenberg, & Rhodes, 1999)

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 A typical ITV classroom contains a
teaching podium with a control panel for
cameras and monitors, a microphone for
teacher, a computer hookup, a document
camera (someone like an overhead
transparency . projector), and a fax
machine.

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 In the front of the room is large television
monitor capable of showing several remote
sites at one time or showing the teacher to
the remote sites.
 The teacher usually wears a tracking device
so the camera follows him or her around the
front of the room.
 At the back of the room are several
monitors, enable the teacher to see students
at the remote sites.
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