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By Morgan Moore Bus 550 Professor Chen
Virtual Reality (VR) By Morgan Moore Bus 550 Professor Chen
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WHAT IS VIRTUAL REALITY ??
Virtual reality (VR) is a computer technology that uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. People can “look around” the artificial world People can move around in it, and interact with virtual features Effects created by VR headset, display, with screen in front of eyes or through a specially designed room with big screens
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History of Virtual Reality
Panoramic paintings The earliest attempt at virtual reality is surely the 360-degree murals (or panoramic paintings) from the nineteenth century. These paintings were intended to fill the viewer’s entire field of vision, making them feel present at some historical event or scene.
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1838 – Stereoscopic photos & viewers
In 1838 Charles Wheatstone’s research demonstrated that the brain processes the different two-dimensional images from each eye into a single object of three dimensions. Viewing two side by side stereoscopic images or photos through a stereoscope gave the user a sense of depth and immersion. The later development of the popular View-Master stereoscope (patented 1939), was used for “virtual tourism”. The design principles of the Stereoscope is used today for the popular Google Cardboard and low budget VR head mounted displays for mobile phones.
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1929 – Link Trainer The First Flight Simulator
In 1929 Edward Link created the “Link trainer” (patented 1931) probably the first example of a commercial flight simulator, which was entirely electromechanical. It was controlled by motors that linked to the rudder and steering column to modify the pitch and roll. A small motor-driven device mimicked turbulence and disturbances. Such was the need for safer ways to train pilots. During World War II over 10,000 “blue box” Link Trainers were used by over 500,000 pilots for initial training and improving their skills.
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1950s – Morton Heilig’s Sensorama
In the mid 1950s cinematographer Morton Heilig developed the Sensorama (patented 1962) which was an arcade-style theatre cabinet that would stimulate all the senses, not just sight and sound. It featured stereo speakers, a stereoscopic 3D display, fans, smell generators and a vibrating chair. The Sensorama was intended to fully immerse the individual in the film. He also created six short films for his invention all of which he shot, produced and edited himself. The Sensorama films were titled, Motorcycle, Belly Dancer, Dune Buggy, helicopter, A date with Sabina and I’m a coca cola bottle!
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History 1960- The first VR Head Mounted Display
1961- Head sight- first motion tracking HMD 1965 – The ultimate display by Ivan Sutherland 1968- The Sword of Damocles 1969- Artificial Reality 1987- “Virtual Reality”- The official name was born 1991- Virtuality Group Arcade Machines
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More History… 1992- The Lawnmower man 1993- Sega new VR glasses
1995- Nintendo – Virtual Boy 1999- The Matrix 2011- Palmer Luckey develops the Oculous Rift, inexpensive homemade HMD, in parents garage 2014- Facebook announces its acquisition of Oculus in a deal worth 2 billion.
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Types of Virtual Reality
Fully Immersive Non- Immersive Collaborative Web-Based Augmented Realty
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Fully Immersive
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Non-Immersive
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Collaborative VR
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Web Based Virtual Reality
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Augmented Reality Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.
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More A.R. Heads up Display Helmet
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How it works: Virtual reality allows the user to be immersed into a virtual world, unlike regular screens in front of the user which do not allow for such an experience. VR can include 4 of the 5 senses, including vision, hearing, touch and possibly even smell. With this power, VR can people for a virtual world fairly easily. Virtual reality tricks your brain into believing you are in a 3D world. The first way VR does this is with the stereoscopic display. This works by displaying two slightly different angles of the scene to each eye, simulating depth. This along with other ways to simulate depth like parallax (farther objects to you seem to move slower), shading and techniques create an almost life like experience.
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Stereoscopic Display
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Continued…. VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming and military training applications. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smartphone or tablet device.
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Field of View Field of view is the extent of the visible world that can be seen at any given time. For example, humans have about a 180 degree FOV while looking straight ahead, and 270 degrees with eye movement. The human eye is very good at noticing vision imperfections, with tunnel vision being an example of such a phenomena. Even if a VR headset had a 180 degree FOV, you may still be able to tell a difference. The Vive and Rift degree FOVs, Cardboard- 90, GearVR has 96 Daydream may have as much as 120. This should, generally speaking, greatly affect the VR experience and could make or break a certain headset for people, not to mention any health issues that we will get into later. Not meeting an acceptable frame rate, FOV or latency can cause motion sickness.
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Potential Benefits Job Training- Military, Medical Field, Aviation, Construction, etc. etc. Rehabilitation – Stroke Patients, Children, Disabled – Helps them overcome fears, helps with stress, depression too. Business- Real Estate companies using VR to sell/modify homes (Virtual Open Houses)
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More Benefits Entertainment -Red Bull Media House (VR) virtual reality platform. It replicates some of the most exhilarating outdoor experiences for fans, including cliff diving, skiing, helicopter aerobatics and urban exploration. VR – Cinema- VR cinema is filmed on a static camera that can record in 360 degrees Virtual and Travel Experiences- allowing you to experience being there without really going there. VR travel apps can both help you experience a place—or a specific resort, city, museum, hotel or cruise ship—before you take the plunge. Or you can experience a place vicariously. Education programs, Storytelling, Museum Visits- The Arlington Science Focus School in Arlington, VA is using the Oculus Rift to take their students on virtual field trips to places like the Smithsonian Museum Tour of the Solar System, Google Expeditions, Jurassic Age Virtual Reality
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Ted Talks – John Vechey https://www.youtube.com/watch?v=IJf7BfpKTOY
Our future world with Virtual Reality Cofounder Pluto VR January 2015 – Present (2 years 11 months) Cofounder of Augmented and Virtual Reality start up Pluto VR.
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Potential Risks Disengagement with the real world / VR replacing reality People preferring VR to reality Addiction to VR Difficulty distinguishing between virtual and real, “false realities in VR” Psychological Damage - Identity problems Possible physical damage to human body – VR induced nausea or motion sickness, tripping over wires, eye damage from screens.
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Social Implications Psychological And Social Implications:
The concerns voiced by doctors of Philosophy Michael Madary and Thomas Metzinger are very real. According to reports, their team believes that the immersive technology of virtual reality may have long-term effects on those who consume VR content. Relaxation and Escapism, affects motivation in the real world. Rob people of time on earth, create large dopamine boosts, people will become desensitized to normal pleasures
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Stanford Study
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Database Design
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Questions? Comments ? Questions? Concerns? Input?
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Trivia How does Virtual Reality trick your brain into believing you are in a 3D world? This process works by displaying two slightly different angles of the scene to each eye, simulating depth. A) Field of View Display B) Stereoscopic Display C) Haptic Systems D) Telepresense
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What is one potential negative consequences of Virtual Reality?
A) Force Feedback B) Rehabilitation C) Escapism D) Virtual Reality Platform
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Which of the following is not one of the types of Virtual Reality?
A) Non-Immersive B) Oculus Rift C) Augmented Reality D)Fully Immersive
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