04-02-2010, 10:18 PM
sir i need the full report of virtual reality.
04-02-2010, 10:18 PM
sir i need the full report of virtual reality.
04-02-2010, 11:28 PM
for getting full report of virtual reality please read https://seminarproject.net/Thread-mobile...al-reality and
https://seminarproject.net/Thread-virtua...ull-report
19-07-2010, 07:54 PM
03-01-2011, 04:06 PM
virtual HISTORY (2).docx (Size: 248.46 KB / Downloads: 338) CONTENTS INTRODUCTION WHAT IS VR VIRTUAL ENVIRONMENTS TYPES OF VR DEVICES APPLICATIONS OF VR CONCLUSION ABSTRACT For educational purposes, Virtual Reality (VR) has been proposed as a technological breakthrough that holds the power to facilitate learning. Though, most efforts within the VR community have focus on applications designed to fulfill purposes of training, such as vehicle simulators, medical and military training. While this area is not at all unimportant on university level, we believe it is also adequate to explore how this style of interaction could be used to help students develop understanding and more proper mental models of complex systems and processes, abstract models and other non-intuitive material. The hypothesis is that VR can successfully be used to support such complex understanding by stimulating and exploring all human senses whereas traditional notion of learning tend to focus on purely intellectual skills. We examine theconstructivist philosophy of learning and discuss how it may be supported by the use of VR, and we provide examples of different classes of VR applications that for educational purposes focus on learning. The main objective of this paper is to introduce the survey in progress and outline some of the initial findings of what has been done and what is currently being done in this field. Introduction The purpose of this paper is to outline educational uses of Virtual Reality (VR); primarily those that focus on higher education and are concerned with issues of learning and understanding as seen separated from training and simulation. The presentation and this paper’s main objective is to introduce the survey in progress and outline some of the initial findings of what has been done and what is currently being done in this field. As a starting point, we are primarily interested in exploring the ways in which VR may be used as a means of enhancing, motivating and stimulating students’ understanding of certain events, especially those for which the traditional notion of instructional learning have proven inappropriate or difficult. We believe that VR holds the potential to have serious impact on education, since it supports a number of important concepts that might make a difference to education as we know it during the next decade. What is VR? Virtual Reality has been addressed by a large number of authors in the literature for decades, many of them introducing slightly different meanings to the term. In 1997,keppell proposed that VR should be looked upon as a situation where a person was immersed into a computer generated environment that bore strong similarities with reality . Other authors tend to define VR from the point of view of what technological tools are being used, i.e. VR happens when head mounted visual display units and motion- tracking gloves are present. One could also define VR from a psychological perspective, where it becomes nothing of a technology but rather a state produced in the users’ minds that can occupy their awareness in a way similar to that of real environments [Keppell et. al., 1997]. The problems involved in finding a definition of VR that can be agreed upon has produced a host of competing terms that some authors prefer, e.g. synthetic environments, cyberspace, artificial reality, simulator technology [Isdale, 1993]. A different way of defining VR, and perhaps the best so far, is to center around the user and look at the style of interaction that takes place between the user and the computer-generated environment. The users manipulate what is perceived to be “real” objects in the same manner as they would manipulate them in the real world, as opposed to the typing, pointing and clicking you traditionally use to manipulate objects when you interacts in other computer environments. virtual environments • Foundations of Virtual Reality Virtual Reality (VR) refers to a technology which is capable of shifting a subject into a different environment without physically moving him/her. To this end the inputs into the subject's sensory organs are manipulated in such a way, that the perceived environment is associated with the desired Virtual Environment (VE) and not with the physical one. The manipulation process is controlled by a computer model that is based on the physical description of the VE. Consequently, the technology is able to create almost arbitrarily perceived environments. Immersion is a key issue in VR systems as it is central to the paradigm where the user becomes part of the simulated world, rather than the simulated world being a feature of the user's own world. The first “immersive VR systems” have been the flight simulators where the immersion is achieved by a subtle mixture of real hardware and virtual imagery. The term "immersion" is a description of a technology, which can be achieved to varying degrees. A necessary condition is Ellis' notion of a VE, maintained in at least one sensory modality (typically the visual). For example, a head-mounted display with wide field of view, and at least head tracking would be essential. The degree of immersion is increased by adding additional, and consistent modalities, greater degree of body tracking, richer body representations, decreased lag between body movements and resulting changes in sensory data, and so on. Astheimer defines immersion as the feeling of a VR user, that his VE is real. Analogously to Turing's definition of artificial intelligence: if the user cannot tell, which reality is "real", and which one is "virtual", then the computer generated one is immersive. TYPES OF VR DEVICES Head mounted display Data Gloves. CAVE. 3D Mouse and SpaceBall.
19-03-2011, 03:51 PM
presented by:
Nalinikanta Sahoo ABSTRACT Virtual Reality Introduction- Virtual reality (VR) is a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Background- 1. Terminologies & Concepts 2. Timeline & Evolution Impact- 1. Virtual reality will be integrated into daily life and activity and will be used in various human ways. 2. Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics). VR Reconstruction- Data Collection,Data Processing,Virtual Model Generation, Application Developement , Design & Installation Of VR System Mass Media - 1. Television 2. Motion pictures 3. Music videos 4. Games 5. Marketing 6. Health care education 7. Therapeutic uses 8. Radio Future & Challenges-Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information. At present, the idea of ubiquitous computing is very popular in user interface design, and this may be seen as a reaction against VR and its problems. Conclusion-Virtual reality is a costly development in technology. Because of this, the future of VR is dependent on whether or not those costs can be reduced in some way. If VR technology becomes affordable, it could be very widespread but for now major industries are the sole buyers that have the opportunity to utilize this resource.
28-01-2012, 11:32 AM
Virtual Reality
it_virtual_reality.ppt (Size: 546.5 KB / Downloads: 231) Definition: A computer generated, ‘immersive’ (or wide field), multi-sensory information program which tracks a user in real time Military…Space… what about normal people Normal? Well… how about trades people? This is a virtual lathe. Well that’s better This lathe is used to train apprentices. Unlimited free material and no clean up! And Architects love it Wait till you Walk through! VR is looming ... yes that is a loom. It is inside a house in Ancient Greece. ‘It’ is part of a VR course in Ancient History at an American secondary school.
29-06-2012, 10:33 AM
to get information about the topic "VIRTUAL REALITY" full report ppt and related topic refer the link bellow
https://seminarproject.net/Thread-mobile...d-abstract https://seminarproject.net/Thread-virtua...ort?page=2 https://seminarproject.net/Thread-virtual-reality-ppt https://seminarproject.net/Thread-mobile...e-vrs--827 https://seminarproject.net/Thread-virtua...ull-report
14-11-2012, 01:24 PM
Virtual Reality
Virtual Reality.docx (Size: 12.23 KB / Downloads: 33) ABSTRACT There are two types of virtual reality; desktop and immersive. Desktop virtual reality is used on normal computer systems and gaming consoles. 3D graphics appear on screen and you interact using a keyboard, mouse, joystick or gaming pad. Immersive VR is more complex but realistic. It involves special input and output devices that enable the user to feel like they really are in the virtual world. Input devices include: • Motion Sensors so that the system can tell which way the user is moving and/facing. • Data glove that the user wears and can then use to pick up virtual objects. This will also contain a motion sensor. Output Devices include: • VR headset which includes special goggles containing a screen for each eye and stereo headphones. This will also have a motion sensor. As well as for game playing, virtual reality is a useful tool for training. Pilots train in flight simulators that are like the cockpits of real planes but with the windows replaceds with screens and the unit is mounted on lifts that move it like it would move in real life. |
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