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PRESENTED BY:

• SAMEER
• 160050102047
• DAPARTMEMT OF ELECTRONICS AND
COMMUNICATION
• BIRLA INSTITUTE OF APPLIED SCIENCES
• ACADEMIC YEAR: 2019-20
WHAT IS VIRTUAL REALITY?
 It is a computer-generated simulation of a three-dimensional
image or environment that can be interacted with in a seemingly
real or physical way by a person using special electronic
equipment, such as a helmet with a screen inside or gloves fitted
with sensors.
 It is used in various field in various aspects for examples in
military training, medical surgery, sports etc.
a person watching a virtual reality environment wearing head
mounted wear.
HOW VIRTUAL REALITY BEGIN?
 The exact origins of virtual reality are disputed, partly because
of how difficult it has been to formulate a definition for the
concept of an alternative existence.
 The development of perspective in Renaissance Europe
created convincing depictions of spaces that did not exist, in
what has been referred to as the "multiplying of artificial
worlds".
APPLICATION OF VIRTUAL REALITY
 MILITARY

 VR can put a trainee in a number of different situations, places and


environments so the military are using it for flight simulations, battlefield
simulations, medic training, vehicle simulation and virtual boot camp,
among other things.
 A key benefit for the use of VR in the military is the reduction in costs
for training. In addition to this, it can safely replicate dangerous training
situations.
 SPORTS

 VR is revolutionising the sports industry for both players and viewers.


It’s used as a training aid in many sports and to help measure athletic
performance and analyse technique.
 MENTAL HEALTH

 VR has become a primary method for treating post-traumatic


stress. Using VR exposure therapy, a person enters a re-
enactment of a traumatic event.
 It has also been used to treat anxiety, phobias and depression.
Virtual reality technology can provide a safe environment for
patients to come into contact with things they fear, whilst
remaining in a controlled and safe environment.

MEDICAL TRAINING

 Medical and dental students use VR to practice surgeries and


procedures, allowing for a consequence free learning
EDUCATION

 Virtual reality has been adopted in education for


teaching and learning situations.
 Students are able to interact with each other and within
a three dimensional environment.
 Students can also be taken on virtual field trips, for
example, to museums, taking tours of the solar system
and going back in time to different eras.
ADVANTAGES OF VIRTUAL REALITY
 Virtual reality creates a realistic world
 It enables user to explore places.
 Through Virtual Reality user can experiment with an artificial
environment.
 Virtual Reality make the education more easy and comfortable.
DISADVANTAGES OF VIRTUAL REALITY

 The quipments used in virtual reality are very expensive.


 It consists of complex technology.
 In virtual reality environment we cant move by our own like in the
real world.
WHAT IS AUGMENTED REALITY?

 Augmented reality (AR) is a type of interactive, reality-based


display environment that takes the capabilities of computer
generated display, sound, text and effects to enhance the user's
real-world experience.
 Augmented reality combines real and computer-based scenes
and images to deliver a unified but enhanced view of the world.
HOW AUGMENTED REALITY BEGIN?
 The first properly functioning AR system was probably the one
developed at USAF Armstrong’s Research Lab by Louis
Rosenberg in 1992.
 This was called Virtual Fixtures and was an incredibly complex
robotic system which was designed to compensate for the lack
of high-speed 3D graphics processing power in the early 90s.
APPLICATION OF AUGMENTED REALITY

AUGMENTED REALITY ENHANCED GAMING HEADWEAR

 Use of AR headsets is common amongst gamers and the


experience of gaming while using them has given the gamers an
extra edge of excitement and thrill.
 Modern day games use AR technology to give their gamers a
real-time experience and make them feel as if they are the bots.
Using this technology, the gaming industry has boosted
drastically.
 MILITARY AUGMENTED REALITY

 The Heads-Up-Display is one of the many uses where AR has


been implemented.
 HUD consists of a transparent display that focuses on transmitting
crucial details to the pilot without distracting his focus from the flight.
 MEDICAL AUGMENTED REALITY

 Medical AR focuses on visualization aid and on explaining complex


medical conditions to the students.
 Medical AR focuses on eradicating the risks of an operation.
 AR combined with X-ray and MRI can improve the view into a
single system for the surgeon.
VISUALIZING POSSIBILITIES IN AR

 In this type of an augmented reality platform, companies are using


AR headsets to simulate their equipment in their client places.
 This is done to give a preview of how their equipment will look like
in their surroundings.
ADAVANTAGES OF AUGMENTED REALITY
 It enhances perceptions and interactions with the real world.
 Less time consuming process is augmented reality.
 It can be applied to part of training programs so that overall
productivity is increased.
 Improved framework so that more users interacted in a
synchronized manner.
DISADVANTAGES OF AGUMENTED REALITY
 It is very expensive to implemented and develop AR technology
based projects and to maintain it.
 Lack of privacy is major drawback of AR.
 Low performance level of AR devices is a major drawback which
can be arise during testing phase.
 Augmented reality can cause mental health issues.
VIRTUAL REALITY V/S AUGMENTED REALITY
VIRTUAL REALITY AUGMENTED REALITY
 It creates entire virtual world.  It is a combination real and virtual
worlds.

 It is hard to distinguish between  It lets interact both real and virtual


what is real and what is not. worlds and distinguish between the
two.

 Users are transported into a new  Users remain in real world .


world.

 Users cannot physically move in the  Users can physically move in the
environment. environment.
SOME JOURNALS RELATED TO OUR PROJECT
FROM IEEE
 https://ieeexplore.ieee.org/document/8007246
 This paper is about comparition of stiffness between the virtual
reality and augmented reality.
 For this an experiment was performed in which the participants
were placed in an setup of AR and VR environment with the help
of Microsoft HoloLens visual display.
 The setup was the same in both the environments and asked to
operate a piston.And the result was recorded by taking 100 trials
(5 different values each of 20 trials).
 Participants could interact using their dominant hand with the
virtual piston using a haptic force-feedback device

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