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VR - Virtual Reality XAVIER EVANS-JONES VR HOW DOES IT WORK? The - PowerPoint PPT Presentation

VR - Virtual Reality XAVIER EVANS-JONES VR HOW DOES IT WORK? The popular VR headsets recently released such as the Oculus, HTC etc. Usually require three things to function. A PC, console or smartphone to run the app or game, a headset which


  1. VR - Virtual Reality XAVIER EVANS-JONES

  2. VR HOW DOES IT WORK? The popular VR headsets recently released such as the Oculus, HTC etc. Usually require three things to function. A PC, console or smartphone to run the app or game, a headset which secures a display in front of your eyes (which could also be the phone's display) and some form of input – such as head tracking, controls, hand tracking, on device buttons or voice. Headsets such as Oculus and PlayStation VR, are often referred to as HMD which means is that they are head mounted displays.

  3. VR HOW DOES IT WORK? • Which for these to be convincing require a The goal of the hardware is to create minimum frame rate of around 60fps to what appears to be a life size 3D virtual avoid stutter or making users sick. environment without boundaries which are usually associated with screens. • Head tracking, is in use for some headsets. A system called 6DoF (six The lenses focus and reshape the picture degrees of freedom) plots your head in for each eye and create a terms of your x, y and z axis to measure stereoscopic 3D image by angling the head movements forward and backwards, two 2D images to mimic how each of the side to side and shoulder to shoulder, eyes view the world. otherwise known as pitch, yaw and roll. Most high-end headsets use 100 or 110 • Motion tracking, the Leap Motion degree field of view which is just wide accessory uses infrared sensor to enough to be convincing rather track hand movements. than 360 which would be expensive and unnecessary.

  4. EARLY IDEAS INTO VIRTUAL REALITY Some of the earliest ideas regarding around VR came from a book in the 1930s by science fiction writer Stanley G. Weinbaum. The idea of a pair of goggles that let the wearer experience a fictional world through holograms, smell, taste and touch.

  5. EARLY IDEAS INTO VIRTUAL REALITY In the mid 1950s cinematographer Morton Heilig developed the Sensorama which was a arcade-style theatre cabinet that would stimulate all the senses, not just sight and sound. Featuring various components such as 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.

  6. FIRST VR / AR HEADSET In 1969 The Sword of Damocles was the first VR head mounted display that was connected to a computer and not a camera. It was too heavy for any user to comfortably wear and was suspended from the ceiling. The user needed to also be strapped into the device. The computer generated graphics were very primitive wireframe rooms and objects.

  7. VR FOR GAMING 1991 – Virtuality Group Arcade 1995 – Nintendo Virtual Boy (originally Machines. The Virtual group launched a known as VR-32) was a 3D game range of arcade games and machines, in console that claimed to be the "first ever which players would wear a set of VR portable console that could display goggles and play on gaming machines true 3D graphics". It failed due to lack of with real time 3D visuals. colour in the graphics, as games were in red and black. Furthermore, there was 1993 – SEGA announce new VR a lack in software support and it was glasses, for the Sega Genesis console in difficult to use the console in a 1993 at the Consumer Electronics Show. comfortable position. However, technical development difficulties meant that the device would remain in prototype phase.

  8. VR IN FILM 1999 – The Matrix is released in theatres. Featuring characters that are living in a fully simulated world, with many unaware they do not live in the real world. Some films had some depictions of virtual reality, such as Tron in 1982 and Lawnmower Man in 1992, but the Matrix brought it to the mainstream market.

  9. PRESENT DA Y VR - 2016 The release of the Oculus Rift, Vive and PlayStation VR. Developers releasing games and experiences for VR the majority of content still being short experimental examples, in hopes for it to pick up in the future years.

  10. VR Market Report - 2015 The Farm 51 released a report on the VR Market in 2015 on their predictions on VR software. They created a separate team that works on developing innovative technology called Reality 51, which takes virtual reality further beyond gaming, but directly connect to solely gaming alone.

  11. Reality 51 - Chernobyl VR It combines video games with educational software. It is the very first virtual tour around the Chernobyl and Pripyat area, compatible with multiple VR headsets, such as Oculus, PlayStation VR, Vive, or the mobile Samsung Gear VR solution. It aims to use advanced 3D scans, spherical photography, stereoscopic videos and augmented reality.

  12. References http://www.vrs.org.uk/virtual-reality/history.html http://virtualrealityresearchblogcharlesmm4.blogspot.co.uk/ 2014/12/1968-ivan-sutherlands-sword-of-damocles.html http://invisionstudio.com/the-history-of-vr-virtual-reality/ https://www.superdataresearch.com/market-data/virtual- reality-industry-report/ http://thefarm51.com/ripress/VR_market_report_2015_The _Farm51.pdf http://www.goldmansachs.com/our- thinking/pages/technology-driving-innovation-folder/virtual- and-augmented-reality/report.pdf https://www.wareable.com/vr/how-does-vr-work-explained https://www.grandviewresearch.com/press-release/global- virtual-reality-in-gaming-market

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