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VIRTUAL REALITY _JARON LANIER_1989_

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VIRTUAL REALITY _JARON LANIER_1989_ Powered By Docstoc
					PRIYA PREETHIKA
       2010003274
OVERVIEW
 Introduction
 Definition of the concept
 Examples and illustrations
 Conclusion
 Reference
INTRODUCTION
 Jaron Lanier, "father" of Virtual Reality, and Lead
  Scientist, Jaron Lanier is a computer scientist,
  composer, visual artist and author.
 He is best known for his work in Virtual Reality.
 He coined the term "Virtual Reality", and was a
  principal pioneer in the scientific, engineering, and
  commercial aspects of the field.
 Currently, Lanier serves as the Lead Scientist of the
  National Tele-immersion Initiative, a coalition of
  research universities studying advanced applications
  for Internet 2.
CONT’D
 Lanier has proposed and implemented a variety of
  technologies that have since spawned industries in
  their own right.
 Among his lineup of "firsts" are the first "avatar" for
  network communications , the first moving camera
  virtual set for television production, and the first
  performance animation for 3D computer graphics.
 He was the first to propose web-based network
  computers.
CONT’D
 He was one of the originators of real-time surgical
  simulation and telesurgery.
 As a computer scientist, Lanier is also known as a
  pioneer in the field of visual programming.
DEFINITION OF THE CONCEPT
 Virtual Reality is a simulation in which computer
  graphics is used to create a realistic-looking world.
 Moreover, the synthetic world is not static, but
  responds to the user's input (gesture, verbal command,
  etc.).
 It is an artificial environment that is created with
  software and presented to the user in such a way that
  the user suspends belief and accepts it as a real
  environment.
CONT’D
 The hardware components receive input from user-
  controlled devices and convey multi-sensory output to
  create the illusion of a virtual world.
 The software component of a VR system manages the
  hardware that makes up VR system. This software is
  not necessarily responsible for actually creating the
  virtual world. Instead, a separate piece of software (the
  VR application) creates the virtual world by making
  use of the VR software system.
CONT’D
 The basis for the VR idea is that a computer can
  synthesize a three-dimensional (3D) graphical
  environment from numerical data.
 Using visual, aural or haptic devices, the human
  operator can experience the environment as if it were a
  part of the world.
 This computer generated world may be either a model
  of a real-world object, such as a house; or an abstract
  world that does not exist in a real sense but is
  understood by humans.
CONT’D
 Typically, a VR system is composed by:
 the output tools (visual, aural and haptic), that immerse the user
  in the virtual environment;
 the input tools (trackers, gloves or mice) that continually reports
  the position and movements of the users;
 the graphic rendering system that generates, at 20-30 frames per
  second, the virtual environment;
 the database construction and virtual object modeling software
  for building and maintaining detailed and realistic models of the
  virtual world. In particular, the software handles the geometry,
  texture, intelligent behavior, and physical modeling of hardness,
  inertia, surface plasticity, of any object included in the virtual
  world.
EXAMPLES AND ILLUSTRATIONS
Types of Virtual Reality
 Fully Immersive VR
 Desktop VR
 CAVE
 Telepresence
 Augmented.
Fully Immersive VR
 Fully Immersive VR: With this type of solution the
  user appears to be fully inserted in the computer
  generated environment.
 This illusion is produced by providing immersive
  output devices (head mounted display, force feedback
  robotic arms, etc.) and a system of head/body tracking
  to guarantee the exact correspondence and co-
  ordination of user's movements with the feedback of
  the environment.
Desktop VR
 Desktop VR: Uses subjective immersion. The feeling of
  immersion can be improved through stereoscopic
  vision.
 Interaction with the virtual world can be made via
  mouse, joystick or typical VR peripherals such as
  Dataglove
Cave
 CAVE. Cave is a small room where a computer-
  generated world is projected on the walls.
 The projection is made on both front and side walls.
  This solution is particularly suitable for collective VR
  experience because it allows different people to share
  the same experience at the same time.
Telepresence
 Telepresence. Users can influence and operate in a
 world that is real but in a different location. The users
 can observe the current situation with remote cameras
 and achieve actions via robotic and electronic arms.
Augmented
 Augmented. The user's view of the world is
 supplemented with virtual objects, usually to provide
 information about the real environment. For instance,
 in military applications vision performance is
 enhanced by pictograms that anticipate the presence
 of other entities out of sight.
Application
 Architecture
 Training
 Medicine
 Engineering and Design
 E-Commerce
 Entertainment
 Manufacturing
 Education
Architecture
• An area in which virtual reality has tremendous
  potential is in architectural design.
• Already being created are architectural "walk-
  throughs" that allow designers and clients to examine
  homes and office buildings, inside and out, before
  they're built.
• With virtual reality, designers can interactively test a
  building before construction begins.
Training
 United States: The military used it as flight
  simulators to train pilots.
 National Aeronautics and Space Administration
  (NASA) use VR technology to construct a model of
 the Hubble Space Telescope (HST) .in September,
 1993, approximately 100 members of the NASA
 HST flight team received over 200 hours of
 training using the VR...
Medicine
 researchers are using virtual reality technology to
  create 3-D ultrasound images to help doctors
  diagnose and treat congenital heart defects in
  children
 The medical application of VR was stimulated
  initially by the need of medical staff to visualise
  complex medical data, particularly during surgery
  and for surgery planning, and for medical
  education and training.
Engineering and design
 Engineers of all descriptions are already using virtual
  reality simulations to create and test prototypes.
 In the aerospace industry, the new Boeing 777 was the
  first aircraft to be designed and tested using virtual-
  reality technology.
 Physical prototypes take a great deal of time to
  produce and are very costly. Changes to electronic or
  simulated prototypes can be done rapidly and
  inexpensively, shortening development time. Hoping
  to save money in prototyping and avoid cost overruns.
CONT’D
 Given advances in electronic networks, virtual work
 benches will be created with engineers in distant
 locations around the globe working in teams to design
 products.
E-commerce
 The virtual reality for e-commerce that we’re talking
  about is much more economical than such
  complicated programming. It uses special
  photographic techniques to truly show ‘real’
  depictions.
 Virtual house walk-throughs and examination of
  rental properties or model homes for as-yet-unbuilt
  neighborhoods are examples of this. The consumer
  can see what a site looks like, tour a home or other
  facility or go places that are otherwise inaccessible.
Entertainment
 An other major use of Virtual Reality environments is
  found in the entertainment market. This is in fact the
  biggest application in terms of financial profitability.
 Many companies are producing games that uses
  Virtual Reality principles. The audience for such
  games is enormous and explains why this application
  is so important.
Manufacturing
 In manufacturing applications, we see all levels of 3D
  computer assisted design systems (CAD) up to the full
  blown Virtual Reality system, using high-end head
  mounted displays and VR gloves.
 Nowadays, the use of virtual reality in the
  manufacturing area includes simulating airflow and
  aerodynamic performances of a car frame.
 Other uses of VR includes ergonomic studies such as
  shown in the figure in the following slide.
CONT’D
 The designers are able to test the placement of various
  components inside the car so that the seated driver can
  easily access and manipulate all the controls around
  him.
 This kind of virtual prototyping is a very efficient and
  cost effective method to perform early tests and fine
  tune manufacturing details before any physical
  prototype is actually required.
Education
 For educational purposes in general, VR has been
  widely proposed as a significant technological
  breakthrough that possesses an immense potential to
  facilitate learning
 Reasons for this are that VR allows students to
  visualize abstract concepts, to take part in and interact
  with events that for reasons of distance, time, scale,
  safety or money would not otherwise be conceivable.
FUTURE
 Some people paint a rosy picture of what life would be
 like if virtual reality were everywhere. In an article in
 the journal of the Association for Computing
 Machinery, multimedia expert Ramesh Jain wrote:
CONT’D
 "You might experience your friend's wedding in India,
 seeing what is happening, feeling the warm, humid air
 of the wedding hall, listening to conversations and the
 wedding music, and enjoying the taste and aroma of
 the food being served. You might experience all that
 and more while sitting at home in Montana on a frigid
 January morning”
CONT’D
 Others think VR may have much less helpful effects.
  They point to physical and mental problems that some
  people who use the technology have already
  experienced.
 Such problems go far beyond the annoying nausea of
  simulator sickness. Makers of flight simulators, for
  instance, found out decades ago that pilots who had
  used such simulators sometimes made mistakes
  during actual flying because of differences between
  the simulated environment and reality.
CONT’D
 According to Moore’s Law we should have a computer
 powerful enough to run immersive VR programs in our
 own homes by the year 2037.
CONCLUSION
 Virtual reality is an artificial environment that is
  created with software and presented to the user in
  such a way that the user suspends belief and accepts it
  as a real environment.
 The uses of virtual realty are infinite. It can be used for
  Architecture, Training. Medicine, Engineering and
  Design, Ecommerce, Entertainment, Manufacturing
  and Education.
CONT’D
 Virtual reality will greatly enhance education, science,
  industry, art, and entertainment, as it has already
  begun to do.
 It will simplify many tasks and let people express their
  creativity in new ways.
 On the other hand VR may have much less helpful
  effects such as physical and mental problems for
  people who use the technology
REFERENCE
 Jaron Lanier-unfinished revolution
http://unrev.standard.edu/presenters/jason/_lanier/jaso
  n_lanier.html

 What is virtual reality : An Intro
http://www.neurovr.org/neurovr2/index.php?option=co
  m_content&task=view&id=30&Itemid=30
CONT’D
 What is virtual reality
http://searchciomidmarket.techtarget.com/definition/vi
  rtual-reality
 Virtual in education: on-line survey
http://www8.informatik.umu.se/~dfallman/projects/vri
  e/intro.html
CONT’D
 Virtual reality resources
http://vresources.org/applications/applications.shtml
QUESTIONS

				
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