Virtual reality is a computer-generated world that can be interacted with. It tracks the user in real-time using displays like head-mounted displays. There are different types of virtual reality including immersive VR using displays to replace a user's view and telepresence VR allowing remote control. Virtual reality requires specialized hardware like image generators, manipulation devices, and stereo vision to create the illusions of a 3D environment. Virtual reality has applications in fields like architecture, medicine, engineering, entertainment, training, and manufacturing.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It tracks users in real-time to give the impression of being in the simulated world. VR has been used since the 1950s in flight simulators and has since expanded to entertainment, design, education, and more. There are several types of VR including immersive, augmented, projected, and desktop. Key VR technologies include head-mounted displays, haptic interfaces, CAVE systems, and motion tracking. VR has many applications such as rehabilitation, training, education, design, and more. Major VR software includes VRML for creating virtual worlds on the web.
Virtual reality is a computer-simulated environment that can recreate sensory experiences like sight, sound, and touch. The history of VR began in the 1960s and has since been used in various fields like education, medicine, business, and the military. While VR offers many applications, it also faces challenges in causing simulation sickness and disorientation when users cannot see the real world. As the technology advances, VR is expected to become more integrated into daily life and human activities.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
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This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.