PowerPoint Presentation Virtual Reality



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Studentpresoct16

Immersive VR

Physical world/VR mixes
VR Headsets
      • small TV screen for each eye
      • slightly different angles
      • 3D effect

Betwixt the Two


‘sit upon’ games
      • motorbike (bike moves)
      • ski (wind, skis move, etc.)
      • simple controls

go within
      • virtual roller coaster
      • aircraft cockpit
      • ship’s bridge

Inside VR

      • scenes projected on walls
      • realistic environment
      • hydraulic rams!
      • real controls
      • other people

Applications


simulate dangerous/expensive situations

see hidden real world features
      • virtual wind tunnel

visualize complex information
fun !!!
Engagement
      • visual realism, 3D effects: shadows, etc.

feeling part of the virtual world
Engage the senses
sight:
sound:
      • surround sound, sub-seat woofers, etc.

touch:
      • haptic and force feedback,

and more…wind, … burning rubber!
Engage the body

Collaborative virtual environments
  • virtual worlds
  • multi-participant
  • able to communicate (text, audio, video)
  • embodied - avatars

Pros and Cons

      • great leveler
      • anonymity - accountability?
      • hides disability (email even better).

Pros:
Cons:
      • no body language
      • limited communication
      • SAD !!!

Learning


virtual universities
      • traditional distance learning + CD ROM, video
      • email, bulletin boards
      • IRC/TCQ/chat
      • CuSeeMe, video conferencing
      • virtual worlds …

virtual classroom [video]

Of real and virtual …

      • video image on screen
      • computer tools
      • video of room/work in progress

augmented reality

Immersive Virtual Reality: A Short Introduction


In immersive VR, the user becomes fully immersed in an artificial, three-dimensional world that is completely generated by a computer.
The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. HMD houses two miniature display screens and an optical system that channels the images from the screens to the eyes, thereby, presenting a stereo view of a virtual world. A motion tracker continuously measures the position and orientation of the user's head and allows the image generating computer to adjust the scene representation to the current view. As a result, the viewer can look around and walk through the surrounding virtual environment.
A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more "sensualized" interfaces.

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