FUTURE OF VIRTUAL REALITY - PowerPoint - PowerPoint by rraul

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Future of Virtual Reality
 Difficult to predict
 Short-range predictions of technological
  progress are much easier than long-range
 It took a lot of imagination and vision to
  predict the future
 Computer development will affect the
  future of Virtual Reality
   Virtual reality systems may transform the nature
    of entertainment.
   VR has been embraced by game makers as a great
    new toy and the future of gaming
   User will be able to play sports games in which
    you will have to use your whole body
   A virtual world will be design so people can see
    and communicate with each other
   Online Entertainment
 VR as a learning medium in the future
VR can be applied in :
 Distant education such as virtual classroom
 Training such as combat warfare, doctors
  and etc.
 Create unique environment for explorations
  and problem-solving
 VR could be used primarily to help
  architecture students to visualize in 3
 With VR users can "walk through" a
  building while it is still being designed.
VR Main Resources
Chosen Websites on VR
   The Virtual Reality Society
 QuickTime Virtual Reality Suite
        VRML Works !!!
Virtual Reality Society

   Address : http://www.vrs.org.uk
   Three Links: World of VRS, What is VRS and VRS
   World of VRS : Online Database of Virtual Reality
    Glossary and Online Database of Virtual Reality
   It provides the technical assistance on Virtual Reality and
    also awareness of the VR contribution on industries.
World of VRS : Gives the historical background and the
                   objective of the society.
                     Founded in 1994.
   Founded to give the meeting place for academics,
industrialists, researchers and students to discuss and learn
         the new technologies on Virtual Reality.
    Society’s journals are given four times per year.
 Four membership types; Student, Associate, Member,
                    Fellow and Corporate.
   The VRS Journals are official publications of the society
   Its aim to disseminate research and provokes discussion on the
   Journals written from vast collection of genres
   Virtual Reality technology and software systems
                          Human Factors
                     Virtual Reality Application
                Assessment of Virtual Reality System
                   Philosophical and ethical issues
                Advances relevant to Virtual Reality
   The Virtual Reality Society is a one-stop knowledge research
    which provides the journals for reference and discussion.
   Promotes the love of Virtual Reality researches and catalyses
    the keenness of new enthusiasts on the topics.
    QuickTime VR Authoring
   Address: http://www.apple.com/quicktime/qtvr
   It is the award-winning photorealistic Cross-Platform VR
    software suite.
   Applications can play any Quicktime Movies and Quicktime
    VR Movies.
   Several software integrated together in the suite.
                  QuickTime VR Authoring Tools.
                             VR Worx
                             MapsaVR
                          Corel-Draw 8.0
                           Sound SaVR
                             RevolVR
   Quicktime VR authoring Tools – create interactive VR scenes
    with simple clicks.
   VR Worx - create panoramic movies, object movies and multi-
    node scenes in QuickTime VR.
   MapsaVR – Add in navigations inside a VR scene.
   Corel Draw 8.0 – Enhances photo to gain more realism and
    better rendering results.
   SoundSaVR – Adds the directional sound to the VR scene.
   RevolVR - Add auto-rotate capability to QTVR objects.

   Conclusion – Quicktime VR provides authoring tool resource
    to help the VR user to finish their works.
    VRML Works !!!
   Address : http://hiwaay.net/~crispen/vrml/
   Step by step tutorials in teaching VRML.
   Lesson One : Viewing VRML Worlds
   Lesson Two: Visiting Some VRML Worlds.
   Lesson Three: Building Your Own Worlds.
   Lesson Four: VRML Models and Textures
   Lesson Five: Frequently Asked Questions
   Lesson Six: History
   Lesson Seven : Cyberspace and virtual community.
   Lesson Seven: Essay Reading.
   Website acts as a resource for the new enthusiasts to learn the
    language or a professional reference to the hot and latest
    development on Virtual Reality.
   Archive for VRML tutorials, VRML worlds and any other
   Summary
   Online resources ranges into four categories such as
    knowledge, coding, software and the hybrid of any of
   The future seems quite bright and future investment may
    bear its fruit.
Major Conferences

          A brief idea
Main purpose
 The general purpose of having conferences
  is to exchange ideas and thoughts
 Serves as a gathering place for people
  around the world to trade information on
  virtual reality
Major Conferences
   Virtual Reality World Congress
    –   Belgium 1999
    –   Japan 2001
   IEEE VR Meeting
    –   New Brunswick USA 2000
    –   Yokohama Japan 2001
 Overall there is a lot of benefit
 Development of ideas can be very fast
 Spreads information across a huge number
  of people fast
Highlighted Publications
   The Future Of Virtual Reality
 Author: John Makulowich
 Source: http://www.usatoday.com/life/cyber/ccarch/ccmak005.htm

       Pointed out a statements by Michael Donfrancesco, a senior executive with
        InterSense whom preferred to discuss about augmented reality on top of
        virtual reality because of the variety of the uses.

       People soon will influence more toward interactive 3D features in internet

       Next Generation of e-commerce, distance learning, entertainment, design &
   The Second Future Of Virtual Reality In Industry And Medicine
 Author: Leslie Versweyveld
 Source: http://www.hoise.com/vmw/articles/LV-VM-12-97-1.html

          Bob Stone, Chairman of the Amsterdam Euro-VR Mini Conference '97– stated that VR
            will have a bright future

          In UK, VR technology has been exercise into scientific environment & industries

          VR has influence to be adopted into
                      aircraft building
                      product handling
                      design of semiconductor
                      training program

          Surgeon Training – one of main key point that lead into Real-Time 3D interaction

          Limitation of 3D based system – high cost of equipment & implementation lead to
                                   slow development of VR based
   Virtual Reality past, present, and future
o Author: Gina Cadzow, Rona MacKinnon & Juan Salgueiro
o Source:

 Focus briefly about all the related future prospects of VR
        Software
                   lead to various graphics application of 3D
        Military technology
                   influence better tactical planning
                   flight simulation & war training simulation
        Manufacturing
                   prototype design
                   product testing
 Medical Application
         surgeon training with simulated environment
         practice & improve skills of doctors
 Entertainment
          3D games & animated movies
 Internet
           3D internet application with interactive features
 Future development
          VR as teaching aid
          driving lessons & test through simulated environment
          enables people to deal with real life occurrences more competently
           by safely simulate hazardous conditions

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