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AUGMENTED AND VIRTUAL REALITY Group #2, 9-Graham.

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Presentation on theme: "AUGMENTED AND VIRTUAL REALITY Group #2, 9-Graham."— Presentation transcript:

1 AUGMENTED AND VIRTUAL REALITY Group #2, 9-Graham

2 TEENS REACT TO OCULUS RIFT  Uploaded on Youtube channel FineBros  Shows teenagers reacting to the Oculus Rift, an example of virtual reality  Played horror game Affected, optimized for the Oculus

3 AUGMENTED REALITY (AR)  Combination of virtual reality and real life, developers can create images with applications that blend in with what is in the real world.  Users are able to distinguish what is real, and what is not.

4 VIRTUAL REALITY (VR)  Where users can interact in a virtual world  Designed in a way which makes it difficult to differentiate between the real world and the virtual world  Revolutionized the world of gaming  VR helmet or goggles

5 SIMILARITIES & DIFFERENCES  Similarity: - immerse the user in another reality in different ways  Differences: - Augmented Reality: in touch with real world while interacting with virtual world - Virtual Reality: complete isolation from real world

6 EXAMPLES: VIRTUAL REALITY  Nintendo Virtual Boy  Most popular: Oculus Rift

7 EXAMPLES: NINTENDO VIRTUAL BOY  Manufactured by Nintendo  Marketed as the first portable video game console  Capable of displaying true 3D graphics

8 EXAMPLES: OCULUS RIFT  Head mounted display, worn as helmet  Small display optic in front of each eye  Developed by Oculus VR

9 EXAMPLES: AUGMENTED REALITY  Google Glass

10 EXAMPLES: GOOGLE GLASS  Optical head mounted display (glasses-type)  Reflects projected images  Allows user to see through it

11 APPLICATIONS/USE  Virtual Reality - Can be applied in military, sports, healthcare, education, fashion, construction, entertainment, etc.

12 APPLICATIONS/USE 1. MILITARY - Used for training purposes in the military (army, navy, and air force) - Useful for training soldiers in dangerous situations

13 APPLICATIONS/USE 2. Sports -Can be used as training aid -Aid to measuring athletic performances -Analyzing techniques to help improve the athlete’s skills

14 APPLICATIONS/USE Maximize use in the classroom:

15 THANK YOU FOR LISTENING! :)

16 MEMBERS  Amistad, Ana  Balinquit, J  Cuaresma, Camille  Dacanay, Maren  Ferrer, Hannah  Pablico, Irmina  Sta. Ana, Denise


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